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Old Jun 21, 2009, 10:03 AM // 10:03   #21
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Seems you tried really hard to have as many spirits as possible in the build.

How about getting rid of Shelter and Union. The Necro/Rit does not have spawning power and its communing attribute is quite low anyways. Shelter and Union cannot really last long enough for Reclaim Essence to recharge.

You could give him Protective Spirit and go N/Mo instead of this, giving the two players a more reliable protection. You used two Dragonslashers, so all had SY up probably and it was not as necessary to have PS.

The two Necros have Soul Reaping, and the one using Recuperation and Rejuvenation can probably make do without Reclaim Essence. If you could squeeze in some conditions and hexes, you could take Discord e.g. Then you would have a Discord/Spiritway hybrid.

The Spirit Wall also works in Shards of Orr, get some smiters instead of the Necros and put Sight Beyond Sight on the Warriors and it works better than a pure smiter team. It even works with henchmen warriors, with DSlashers even better.
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Old Jun 21, 2009, 10:05 AM // 10:05   #22
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Originally Posted by Arkantos View Post
With an Aegis chain we'd have to spec into prot, and micro it. As for PS, it's much better having a party wide PS. The mobs die before the majority of the spirits do, and if the important spirits go down, you can easily use reclaim then cast them again. Shelter can be micro'd to be used when your party is taking damage (which it mostly doesn't). As for hex removal, just sub some of the less useful skills for.
Yeah, I was mostly thinking of bringing the Prots on the necros.
The resto guys stuff could all be dumped onto a different dude, and then you have 2 Aegis, hex removal, PS on those guys. Especially if you guys are running SY! - because this just means that Shelter, Displace, Uni pretty much just keep the minions alive.
Which might not be that bad actually.



The simple reason why I am bugging about this is that when I ran a defensive spirit spammer after the change - the guy couldn't compare to a SY! para.
So I am wondering how much your results are distorted by that SY.
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Old Jun 21, 2009, 10:05 AM // 10:05   #23
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I made something like this as a 4-man team
You (any prof)
1 N/Rt resto (also has animate bone minions (@ 10 death) for e-management)
1 Rt Communing (for defense spirits)
1 Rt Channeling (with splinter + offensive spirits)

but this is insane (in a good, OP way)
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Old Jun 21, 2009, 10:13 AM // 10:13   #24
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Quote:
Originally Posted by Longasc View Post
Seems you tried really hard to have as many spirits as possible in the build.

How about getting rid of Shelter and Union. The Necro/Rit does not have spawning power and its communing attribute is quite low anyways. Shelter and Union cannot really last long enough for Reclaim Essence to recharge.

You could give him Protective Spirit and go N/Mo instead of this, giving the two players a more reliable protection. You used two Dragonslashers, so all had SY up probably and it was not as necessary to have PS.

The two Necros have Soul Reaping, and the one using Recuperation and Rejuvenation can probably make do without Reclaim Essence. If you could squeeze in some conditions and hexes, you could take Discord e.g. Then you would have a Discord/Spiritway hybrid.

The Spirit Wall also works in Shards of Orr, get some smiters instead of the Necros and put Sight Beyond Sight on the Warriors and it works better than a pure smiter team. It even works with henchmen warriors, with DSlashers even better.
Well right now we're using shelter/union to take the inital damage and charge up SY. We've been talking about removing them, and we most likely will. We just have to figure out what else to put in. The reason we're using reclaim as the elite is so we can have the fast recharging spirits. But we're probably changing the necros to N/Mo.

Quote:
Yeah, I was mostly thinking of bringing the Prots on the necros.
The resto guys stuff could all be dumped onto a different dude, and then you have 2 Aegis, hex removal, PS on those guys. Especially if you guys are running SY! - because this just means that Shelter, Displace, Uni pretty much just keep the minions alive.
Which might not be that bad actually.
Yeah, we're working on making the necros N/Mo and changing the rits up after this vanquish.
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Old Jun 21, 2009, 10:32 AM // 10:32   #25
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And completely and utterly off but:
Farkyway or Spiritway.
Nobody will ever remember ArkFenway.
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Old Jun 21, 2009, 10:34 AM // 10:34   #26
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is there a single human variant?
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Old Jun 21, 2009, 10:37 AM // 10:37   #27
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Quote:
Originally Posted by upier
And completely and utterly off but:
Farkyway or Spiritway.
Nobody will ever remember ArkFenway.
Fenix and I want our 15 minutes of e-fame.

Quote:
Originally Posted by Legendary Jamie View Post
is there a single human variant?
Not yet, I'll test some stuff out later for 1 man.



We've redone the builds, updated in OP.
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Old Jun 21, 2009, 11:09 AM // 11:09   #28
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Fenix and I want our 15 minutes of e-fame.
Hence why Farkyway.
I added the extra "y" in there because I am pussy little girl that likes it like that!
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Old Jun 21, 2009, 11:11 AM // 11:11   #29
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Nice team! I haven't been able to try it with someone else, but I did try a variation of it with me (Rit), Xandra, Razah and Olias. I went into Perdition Rock HM to test and I got pretty far actually. Meteor Shower is quite nasty though when not interrupted; that stopped my adventure. However, even under meteor shower the spirits don't die instantly.

edit: Farkyway does sound better....though not so bad ass
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Old Jun 21, 2009, 11:15 AM // 11:15   #30
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Cant wait for 1 man variant because i don't have a second player to play with, and this looks incredibly fun.
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Old Jun 21, 2009, 11:19 AM // 11:19   #31
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If your primary is ritualist, I was thinking of something along the lines of this:

14 Communing
13 Spawning Power

Boon of Creation
Signet of Ghostly Might
Vampirism
Anguish
Disenchantment
Pain
Spirit Siphon
Summon Spirit

Just a thought.
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Old Jun 21, 2009, 11:25 AM // 11:25   #32
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Interesting build. Gonna try it out.

Any1 interested in trying it out with me in some HM missions?
w/ Dante Deadbringer if you want (and have the heroes runed etc)
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Old Jun 21, 2009, 11:27 AM // 11:27   #33
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Quote:
Originally Posted by Arkantos View Post
If your primary is ritualist, I was thinking of something along the lines of this:

14 Communing
13 Spawning Power

Boon of Creation
Signet of Ghostly Might
Vampirism
Anguish
Disenchantment
Pain
Spirit Siphon
Summon Spirit

Just a thought.
You'll have enough energy with just Spirit Siphon, so you could drop BoC and thus SP entirely, giving room for Splinter Weapon or Painful Bond. This could also be used by Rt secondaries that way; PB would be ok like that. Xandra can have SW at 14 channeling.
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Old Jun 21, 2009, 11:42 AM // 11:42   #34
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I would love to have a version with only 1 hero. I have 2 accounts, but only one has 2 ritualists. The other one has yet to get heroes (I'll buy Nightfall this week, EotN maybe later).
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Old Jun 21, 2009, 11:52 AM // 11:52   #35
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Oh i see you updated the builds. This N/Mo variants are better, but what if player is a caster and cant have SY?
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Old Jun 21, 2009, 12:05 PM // 12:05   #36
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Btw - I'd look into abusing minions also.
I've been running this - a simple Disco build:

With some 18 minions - Barbs blows up any target.
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Old Jun 21, 2009, 12:05 PM // 12:05   #37
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Did you micro reclaim essence? Wiki states hero's dont use it correctly, I dont have time now to try it out but is the AI updated?

Still love spirit rit's again, I now have an even better reason to play my rit
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Old Jun 21, 2009, 12:10 PM // 12:10   #38
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Did you micro reclaim essence? Wiki states hero's dont use it correctly, I dont have time now to try it out but is the AI updated?

Still love spirit rit's again, I now have an even better reason to play my rit
Actually they use it perfectly. That is to say, IN BATTLE they use it perfectly

When you aggro, they'll instantly cast all their spirits, and will not use Reclaim Essence until the EXACT SECOND that all the aggro'd monsters are dead. This is very very helpful because if you accidentally get another group on you right after the first, all the spirits are recharged, and energy is full.

Outside of battle, if the heroes cast any spirits, they instantly cast Reclaim and cancel them. But with this build, there is only 1 spirit that gets actively cast outside of battle (Life) and the hero doesn't use Reclaim on just Life.
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Old Jun 21, 2009, 12:11 PM // 12:11   #39
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Quote:
Originally Posted by elypta View Post
Did you micro reclaim essence? Wiki states hero's dont use it correctly, I dont have time now to try it out but is the AI updated?

Still love spirit rit's again, I now have an even better reason to play my rit
Which wiki are you looking at? I never played with reclaim essence before until 1 hour ago. I only changed the Healer N/Rt to a Reclaim Essence Union Shelter Ritualist. Looks fine to me.

Just vanquished Regent Valley not with the builds here but with the new fast cast spirits and reclaim essence.
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Old Jun 21, 2009, 12:13 PM // 12:13   #40
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Oh i see you updated the builds. This N/Mo variants are better, but what if player is a caster and cant have SY?
As far as I know, it's not needed, it just makes things run smoother.
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