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Old Jul 05, 2006, 06:20 PM // 18:20   #1
Wilds Pathfinder
 
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Join Date: Dec 2005
Profession: Me/Rt
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Default Ritualist Spike

Rit/Me
16 Chanelling
12 Inspiration

Signet Of Spirits
Mantra Of Inscriptions
Spirit Rift
Ancestors Rage
Essence Strike
Spirit Boon Strike
Cruel Was Daoshen
Ressurection Signet
------------------------------------------------------------------------------------
Rit/Me
16 Chanelling
12 Inspiration

Signet Of Spirits
Mantra Of Inscriptions
Spirit Rift
Ancestors Rage
Essence Strike
Spirit Boon Strike
Cruel Was Daoshen
Ressurection Signet
-----------------------------------------------------------------------------------------
Rit/Me
16 Chanelling
12 Inspiration

Signet Of Spirits
Mantra Of Inscriptions
Spirit Rift
Ancestors Rage
Essence Strike
Spirit Boon Strike
Cruel Was Daoshen
Ressurection Signet
---------------------------------------------------------------------------------------
Rit/Me
16 Chanelling
12 Inspiration

Signet Of Spirits
Mantra Of Inscriptions
Spirit Rift
Ancestors Rage
Essence Strike
Spirit Boon Strike
Cruel Was Daoshen
Ressurection Signet
--------------------------------------------------------------------------------------------

R/Rt
12 Wilderness Survival
16 Expertise

Barbed Trap
Dust Trap
Flame Trap
Storm Chaser
Oath Shot
Whirling Defence
Quickening Zephyr
Ressurection Signet
--------------------------------------------------------------------------------------
Rit/Mo
16 Communing
12 Spawning

Shelter
Union
Displacement
Soothing
Singet Of Creation
Restoration
Ritual Lord
Ressurection Signet
----------------------------------------------------------------------------------------------
And 2 Boon Prots.



This is a rough copy. I am trying to make a Ritualist Spike team. Each Spiker uses Spirit Rift with Ancestors Rage on the target to deal around 200dmg per spiker, and they use Signet Of Spirits as their energy management. I put in the trapper to keep oponents from fleeing from Spirit Rift. I was thinking about a water ele, but I was not sure.

Any thoughts?

P.S: Yea this is my first time posting a HoH build, I know it is hard to read

P.S.S: GW Freaks wouldnt work ~_~ idk why

Last edited by Dodo The Extinct; Jul 05, 2006 at 06:27 PM // 18:27..
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Old Jul 05, 2006, 07:33 PM // 19:33   #2
Forge Runner
 
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Join Date: Nov 2005
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I would suggest finding a way to put a couple gales in this build. They would be perfect for holding targets still for a spike.
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Old Jul 06, 2006, 08:14 AM // 08:14   #3
Krytan Explorer
 
Join Date: Feb 2006
Default

Nice build, but why do you want to use ancestors rage for the spike? It only works when your ally is near your target. Channeled strike (134 dmg) would work a lot better but then you would need a ash skill that you can keep up constantly (maybe might was vorzium, it doesn't require that much attribute points in communing).

I wonder why you want Quickening Zephyr, while it may seem like a great combo with Signet of spirits, I do fear that your monk won't be able to pay the extra energy. Removing it would decrease the need for e-mangement on your ritualists so that they should be able to work without mantra of inscriptions (this leaves room for a second proffesion and a lot of attribute points).

About your monks: while 2 boon-prots are extremely effective in gvg, they aren't so good in HA (because issuses with healing the ghostly hero etc). The easiest solution would be to use a sb/infuse and a woh monk but it may be better to use 2 monks (or rits) that don't suffer from Nature's Renewal and Tranquility (don't forget to equip these spirits on your oath shot ranger).

About your Ranger: I would certainly put some interrupts here, because your build lacks interrupts atm.

Last note: your rit lord doesn't have e-mangement.

BTW: I agree with TheOneMephisto, gale is pretty much needed if you want to use spirit rift.

Last edited by suiraCLAW; Jul 06, 2006 at 05:04 PM // 17:04..
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