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Old May 20, 2008, 01:04 AM // 01:04   #1
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Default The New Rit Bomber

hey guys, i have seen a lot of the old style rit bombers around and have been playing with a build. As it is, it works perfect on the master of damage and barrels and it would work well in a team with pressure where you can get 15-20 seconds to let your Destruction bomb charge up. It is a little different in that it can actually spike out a target solo in just over nearly the 3 secs it takes for Spirit rift to do it;s thing.

Normally i don;t like to pass out builds, but i think this one is neat and would like to see some other people using it. Plus i would like to take credit for it before someone steals it. LOL

[build prof=Ri/A name="New Rit Bomber" Spa=9+1 Cha=12+2 Deadly=9][Augury of Death][Spirit Rift][Shadow Prison][Draw Spirit][Ancestors Rage][Cruel Was Daoshen][Rupture Soul][Destruction][/build]

1. Cast up Destruction. Wait until it has recharged, ie. 15 secs. Make sure you are within range or get in range just before it is recharged and draw spirit.

2. Hit Augry of Death - This is for deep wound obviously
3. Spirit Rift -> Shadow Prison -> Draw -> Ancestors Rage -> Cruel -> Rupture + Drop Cruel at same time

This should take just over 3-4 secs by the time you get the combo off. You should be dropping Cruel at around the same time as Ancestors + Spirit Rift + Rupture are all hitting. It;s not a clean 1,2,3 spike, but if you can time it right you can at least get perhaps one spike of around 400dmg with some messy bits of dmg around the edges.

This is similar to the old rit bomber build, but i kind of don;t have to rely on people standing in one place. the only annoying thing is destruction really. people see that and kind of know what is going on... it can be replaced with something like bloodsong for ~150 less damage but is less obvious if using this as a tele spike in HA.

dmg:

Augry - 100dmg (deep wound)
Spirit Rift - 128dmg
Ancestors - 123dmg
Cruel - 108dmg
Rupture - 100dmg
Destruction ~ 120dmg

= 679dmg


Last edited by Trinity Fire Angel; May 20, 2008 at 01:09 AM // 01:09..
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Old May 20, 2008, 01:15 AM // 01:15   #2
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That's got to run into energy problems routinely...

Interesting concept though
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Old May 20, 2008, 01:41 AM // 01:41   #3
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So, where do you get 60, or even 50 energy? You might have enough time to wait to get it back after casting Destruction and Augury, but the rest of the chain is very energy intensive.

I saw another spike build on PvX that had an attack chain involving the swapping of Destruction into battle, and then destroying it. That sounds a lot easier to manage than selecting a target, hexing, and then selecting your spirit and casting.
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Old May 20, 2008, 01:50 AM // 01:50   #4
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Sorry to say, but this has been thought of before. It's fun though.

My variant includes [Swap] instead of [Draw Spirit] to shadowstep out of trouble.

Switching [CwD] and [Shadow Prison] with [GwK] and [Death's Charge] could work too.

Last edited by horseradish; May 20, 2008 at 01:59 AM // 01:59..
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Old May 20, 2008, 02:19 AM // 02:19   #5
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yeah. i found that sometimes i had to select my spirit after i shadowstepped. the energy was fine for the whole chain in the correct order. just you need to drop cruel just before you hit rupture.

if you use the swap method, which i have seen, do you have to select your spriit first? and does it need to be in radar range?

i only used [Shadow Prison] so that the target stays still for 5 secs while i [spirit rift] him to death. i thought of precasting [cruel was daoshen] using [shadow of haste] and then using [ancestors rage] (on spirit) [swap] then [rupture soul].... how does it work if the spirit is outside the aggro bubble???

if there is room, i would rather use [binding chains] and [destructive was glaive] for the 30 extra dmg rather than grasping... the KD is not that important i feel.

the build on pvx is somewhat 50/50 rated.

Last edited by Trinity Fire Angel; May 20, 2008 at 02:22 AM // 02:22..
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Old May 20, 2008, 02:35 AM // 02:35   #6
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why run this when you can easily run ursan LOLZ Ursan Rage FTW 120dmg to surrounding units ^^

P.S I AM A URSAN HATER!

Last edited by fuzzball; May 20, 2008 at 04:37 AM // 04:37..
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Old May 20, 2008, 04:16 AM // 04:16   #7
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You stole the name of my build! OMG HAX /REPORTS

Haha, I'm just kidding. (insert PVP noob disclaimer) This looks pretty cool for caster bosses and PVP. What about the other rune slots? Radiant Insignia and Attunement Runes, maybe? Since you're not doing Cruel until the last part of the combo, what would you recommend in a Channeling weapon? HCT?
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Old May 20, 2008, 04:39 AM // 04:39   #8
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Quote:
Originally Posted by Trinity Fire Angel
yeah. i found that sometimes i had to select my spirit after i shadowstepped. the energy was fine for the whole chain in the correct order. just you need to drop cruel just before you hit rupture.

if you use the swap method, which i have seen, do you have to select your spriit first? and does it need to be in radar range?

i only used [Shadow Prison] so that the target stays still for 5 secs while i [spirit rift] him to . i thought of precasting [cruel was daoshen] using [shadow of haste] and then using [ancestors rage] (on spirit) [swap] then [rupture soul].... how does it work if the spirit is outside the aggro bubble???

if there is room, i would rather use [binding chains] and [destructive was glaive] for the 30 extra dmg rather than grasping... the KD is not that important i feel.

the build on pvx is somewhat 50/50 rated.
GwK is a good replacement for SP because it has a shorter recharge, can be precasted, has a possibility of interrupting, and contributes Armor-ignoring damage. It's up to preference, though I like Kuurong better.

Glaive will give you something to do though, while Destruction is charging up, and it lets you know when the spirit will die because of the recharge time.

If destruction is the only spirit within range, it should auto-target, but I haven't noticed anything yet. I think the same applies to Swap, but I'm not sure.

I think the rating for the builds on pvx is simply because it's pretty clunky. IMO, only viable with henchies, PUGs, and RA.

Edit: another thing I'd suggest would be to get a 40/40 channeling set. I don't like the 15/-1 mod on staves, and a 40/40 set would contribute more to your bombing. A defensive set wouldn't hurt either, but it's not necessary.

Last edited by horseradish; May 20, 2008 at 04:46 AM // 04:46..
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Old May 20, 2008, 05:28 AM // 05:28   #9
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Eyah.... thanks Horse. i am going out to practice this in RA tonight., i like the idea of a 40/40 that way there is no health difference when i grab my pot DwG. Do yuo need to drop [Destructive was glaive] before the end of it;s time???
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Old May 20, 2008, 07:19 AM // 07:19   #10
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It seems like it would be fun to play with, but a monk would have to be completely brain dead not to catch this. First, you've got destruction sitting out by itself. Second, you have two hexes that will hit before anything starts to happen. Third, the spirit rift giant ball of death should be an obvious "PROT ME NOW" signal. lastly, and perhaps worse, you have no disruption at all. Unless enemy monks have a 3 second reaction time after you cast rift, it's not going to work.

You'll also have energy problems, you have no rez, and no self defense. Sorry to be blunt about it .

If you really like the instagib builds, I'd strongly recommend playing with [grasping was kuurong] or [spirit's strength] and assassin skills.
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Old May 20, 2008, 10:34 PM // 22:34   #11
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I agree with Dr Strangelove. It doesn't bring much utility. In any serious area (and the majority of PvP), it's not particularly effective....but most builds are like that anyways.... >__>

Tis fun nonetheless.

From what I know, you have to drop DwG before it recharges, otherwise she won't do anything.

Last edited by horseradish; May 20, 2008 at 11:22 PM // 23:22..
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Old May 21, 2008, 01:03 AM // 01:03   #12
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Thanks for the feedback. Yes, Dr Strangelove, there are many things lacking. However, in a team of 8 (or TA team of 4) you would bring a rend or gaze of contempt, blackout, diversion, powerblock, scourge enchantments, shatterstone + freezing gust, Wail of Doom, D-SHot, etc etc to aid the spike and also rend the monk useless or remove the prot.

Yes, i agree the hex is a dead giveaway, so while i was building faction to buy [Destructive was glaive] i made a modified build. It works much better and in even a team of 2 monks and a support Para can stiill bring down all the Zaishen Elite.

[build prof=Ri/E name="New Modded Rit Bomber" Spa=12+1 Cha=12+2][Caretakers Charge][Essence Strike][Spirit Rift][Cruel Was Daoshen][Rupture Soul][Bloodsong][Destruction][Glyph of Lesser Energy][/build]



Notes:

1. Destruction does not always need to be the only spirit and does not need to last the full term.
2. The other team can merely keep away from the area or can overextend into your team to get to the spirits. Doing so will allow you to trigger my [rupture soul] and do a double ashes drop. If you time it with a Spirit Rift, well. the monk can;t prot everyone,
3. Sometimes it;s fun to bomb with both spirits. Let bloodsong be the first blinder then spirit rift with a double bomb Cruel followed by Rupture.

ie. Rupture on Bloodsong + Caretaker + Essence = 128 + 71 + 57 = 256

followed by bomb

Spirit Rift + Cruel was Dioshen + Rupture (~15sec Destruction) + Cruel = 128 + 108 + 128 + 75 + 108 = 547.

That makes over 800dmg in around 7 secs.

The double cycling of cruel with caretakers is something i recently discovered. Pick up Cruel, hit caretaker, essence, use skill cruel to drop cruel and then manually drop again. = 71 + 57 + 108 + 108 (344dmg) in about 3 secs. that;s more output than an ele with a pretty good recycle time if you rupture every 15secs.

If you can time a Rupture before and after with a full recharge of destruction, Caretaker and Essence and a Rift then not even 6 Zaishen smite monks can outheal this.
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Old May 21, 2008, 01:24 AM // 01:24   #13
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May I ask why you're bringing Caretaker's Charge?

It's a minimal heal, and barely adds anything to your skill bar that you don't already have.
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Old May 21, 2008, 03:51 AM // 03:51   #14
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in this case i am still unlocking all my Rit skills. Caretakers gives me 5 energy and 71dmg. I said, until while i was building my faction for DwG. Trust me, it still works very well. Having played Rit now for about 2 months, i am still surprised by the power for the Rit which is somewhat hidden. It;s a complex profession to play and not quite so 1 dimensional like my elementalist that can also blow things up.
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Old May 21, 2008, 04:11 AM // 04:11   #15
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Fair enough.

I don't like Caretaker's at all, but each to his own.

I'm glad you enjoy the Rit profession so much. While I disagree that Eles are one dimensional (though I do have a hard time with the playstyle), Rit's certainly are a quirky and wonderful profession.
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Old May 21, 2008, 04:21 AM // 04:21   #16
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Forgive my ignorance, but why would you not use [skill]Dark Prison[/skill] instead of [skill]Shadow Prison[/skill] and save your elite slot? Is the increased slowdown and the one or two extra seconds really worth losing DwG or GwK?
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Old May 21, 2008, 04:37 AM // 04:37   #17
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Quote:
Originally Posted by Kaleban
Forgive my ignorance, but why would you not use [skill]Dark Prison[/skill] instead of [skill]Shadow Prison[/skill] and save your elite slot? Is the increased slowdown and the one or two extra seconds really worth losing DwG or GwK?
well it does on this build if you are playing like an Assassin. Rank 9 Deadly Arts gives 5 secs 66% for SP and 33% about 4 secs for DP. 4 secs was not enough and still allows the person to get out of the range for Rift.

I kind of wanted to design this like a telespike or assassin style bomb that was more powerful than the old bomb wth Grasping. it;s fun. and works. sucks on energy management and doesn;t work too well in 1v1 solo.

but anyway.... as i said, i don;t normally post builds. feel free to play with either of my variations here and make any constructive modifications if you like what you see. HF & GL

Last edited by Trinity Fire Angel; May 21, 2008 at 04:41 AM // 04:41..
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Old May 21, 2008, 03:16 PM // 15:16   #18
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Try out [grasping was kuurong] If timed correctly, you don't need an additional snare, as it'll keep people down until spirit rift hits. As an added bonus, it becomes far more difficult to defend against while sitting on the ground.

I've seen two working variants on this idea before.

[grasping was kuurong][ancestors' rage][spirit rift][glyph of lesser energy][resilient weapon][weapon of shadow][soothing memories][empty].

Its original purpose was solo capping in AB, but it's not a bad build in other areas. However, the spike is significantly weaker.

[grasping was kuurong][ancestors' rage][nightmare weapon][falling spider][vampiric assault][impale][signet of toxic shock][empty]. 12 channeling, 12 deadly arts, trash in dagger mastery. You can also start the combo with [shadow prison][black spider strike]. It's a little further away from your original idea, but it's chock full of instagibs.
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Old May 21, 2008, 04:57 PM // 16:57   #19
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That's pretty leet. Gonna try it today. How did you get the Master of Damage thing to show up?
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Old May 22, 2008, 01:25 AM // 01:25   #20
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Quote:
Originally Posted by Dr Strangelove
[grasping was kuurong][ancestors' rage][spirit rift][glyph of lesser energy][resilient weapon][weapon of shadow][soothing memories][empty].

Its original purpose was solo capping in AB, but it's not a bad build in other areas. However, the spike is significantly weaker.
i like that build. might give that a try. i think the extra slot would be for [storm djinns haste] my fav AB running skill

oh @illidan - the master just reads that out in like team chat or somethign after you do stuff to him
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