Feb 08, 2006, 11:01 AM // 11:01
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#1
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Pre-Searing Cadet
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Assassin and Ritualist Builds
So I have looked over several forums and haven't seen just a collection of new Ritualist and Assassin builds, tested or to be tested, so I figured I'd write a few of my ideas down, add yours if you like.
-This was the first thing I thought of after looking at the assassin attributes. An A/Me with IW and max dagger mastery. I beleive I've seen this on another forum but I think it is worth stating again here. If only the assassin class had a increased attack speed skill, even though dagger mastery acts as one. Maybe mesmers will get one with the new 25 skills they get for the expansion...yea right.
-Rt/Mo or Mo/Rt with Mark of protection and displacement. So now for at least 10 seconds all enemy attacks are evaded. When MoP ends then the spirit will start taking damage, which you can heal and wait to cast MoP again or let the spirit die and cast Displacement again after it recharged. This is very anit-combat damage though and not very good agianst people who would know what to do unlike foes in pve.
-R/Rt this will be used I know, unless they change the skill much before release. Nightmare weapon and barrage. Take the barrage group and add 41 damage more to each arrow for the first shot and you got a lot more first shot damage. Instakill depending on the number of rangers you have. Nightmare weapon has a low recharge but I doubt you'd really need it after it's ready for another volley.
-Rt/R or R/Rt I guess the profession really doesn't matter as long as you have Rt in there somewhere. I picked rangers because they have spirits as well. Have a team to drop like 10 spirits then when a foe comes hit them with Wrath from Beyond doing about 860 damage. Have a few peole with this elite to speed things up a bit. I wonder if someone is hit with this and dies then are rezzed if they can be hit again.
-Running builds with the assassin should be interesting. Really no one should ever get stuck in a cave again if they can shadow step to a foe. And you really wouldn't have to spend the time zigg-zagging down a hill when you can shadow step to a foe too. Dual runners would be really easy.
Those are just a few that I had, not that I'm the first to think or even write of these. Ok, now pull out those obscure skills like Ignorance out and show what personal build or team build you are thinking of with these new professions.
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Feb 08, 2006, 01:48 PM // 13:48
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#2
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Enschede
Guild: W.o.F.
Profession: N/Me
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Build:
Here is my Rt/Mo healing build. It wont cost you much faction to make this build, cause you already have unlocked some of the skills if you make a Rt/Mo.
This build worked good for me, hope it works good for you too.
It maybe is a bit late to post a build for a Rt, or early (depends how you look at it)
Build:
Skills:
1. Spirit Light
2. Shooting Memories
3. Mend body and soul
4. Binding Chains
5. Remove Hex
6. Recuperation
7. Preservation [E]
8. Flesh of my Flesh / Rez signet
Attributes:
Communing: 9+1
Restoratian Magic: 12+1+3
Spawning Power: 9+1
Weapon:
Hale (PvP) Amber Staff of Fortitude
Restoratian Magic staff
Notes:
*You can replace rez signet with Flesh of my Flesh.
*You can add an offensive spell in staid of Binding chains.
*Remember cast Binding Chains on a not called target. If a warrior is attacking you and no one attacks him it'll come in handy to shut him down.
*Flesh of my Flesh isn't the best rez but with the shaman's armor and the hale staff of fortitude it's pretty good.
This is a healing build, not one that does dmg.
http://www.guildwarsguru.com/forum/s...d.php?t=111289
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Feb 08, 2006, 06:55 PM // 18:55
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#3
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Forge Runner
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Ultimate interrupting machine = R/Rt Barrage + Wailing Weapon
It would be better if the Ranger is R/E with conjur, and another Rt/E with glyph of renewal + wailing weapon.
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Feb 08, 2006, 07:11 PM // 19:11
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#4
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Academy Page
Join Date: Sep 2005
Guild: Psycho Sanctus
Profession: Mo/Me
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ill be making a Rt/R in chapter 2 that will eventually become a pure spirit spammer
boon of creation
Ritual Lord {E}
serpents quickness
shelther
soothing
union
dissonance/disenchant/shadowsong - depending on mob
flesh of my flesh/res sig
16 spawning power
12 communing
6 wilderness survival
with both ritual lord and serpents...your spirits should be ready to cast again in 10 seconds or so
i have a guildie that is going to be making a Rt/E..that focuses on the sacrificial side of the ritualist to make use of such quick spirits...able to dish out -massive- party heals and PBAoE dmg
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Feb 08, 2006, 07:26 PM // 19:26
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#5
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Enschede
Guild: W.o.F.
Profession: N/Me
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I like the ritualist more as support as a dmg dealer. I will make a ritualist, I just love teh graphics and the skills. They're really good healers. I don't think the ritualist is a good offensive profession.
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Feb 09, 2006, 01:09 AM // 01:09
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#6
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Academy Page
Join Date: Nov 2005
Guild: What Were You Thinking? [WTF]
Profession: N/Me
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Here's my Spirit Spammer Build: (Rt/E)
Defiant was Xinrae [ELITE] (Or something like that)
Shadowsong
Pain
Blood Song
Dissonance
Union
Anguished Was Lingwah
Boon of Creation
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Feb 09, 2006, 01:50 AM // 01:50
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#7
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Desert Nomad
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Quote:
Originally Posted by Fathertimesm
-This was the first thing I thought of after looking at the assassin attributes. An A/Me with IW and max dagger mastery. I beleive I've seen this on another forum but I think it is worth stating again here. If only the assassin class had a increased attack speed skill, even though dagger mastery acts as one. Maybe mesmers will get one with the new 25 skills they get for the expansion...yea right.
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Unless they add some kind of IAS for assassins or for mesmers, a standard Me/W IW build with Flurry would still be better, I think.
Quote:
-Rt/Mo or Mo/Rt with Mark of protection and displacement. So now for at least 10 seconds all enemy attacks are evaded. When MoP ends then the spirit will start taking damage, which you can heal and wait to cast MoP again or let the spirit die and cast Displacement again after it recharged. This is very anit-combat damage though and not very good agianst people who would know what to do unlike foes in pve.
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Are you sure Mark of Protection works on spirits?
Quote:
-R/Rt this will be used I know, unless they change the skill much before release. Nightmare weapon and barrage. Take the barrage group and add 41 damage more to each arrow for the first shot and you got a lot more first shot damage. Instakill depending on the number of rangers you have. Nightmare weapon has a low recharge but I doubt you'd really need it after it's ready for another volley.
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If memory serves, people tested this during the weekend thing, and only one arrow out of the Barrage applies the Nightmare effect.
Quote:
-Rt/R or R/Rt I guess the profession really doesn't matter as long as you have Rt in there somewhere. I picked rangers because they have spirits as well. Have a team to drop like 10 spirits then when a foe comes hit them with Wrath from Beyond doing about 860 damage. Have a few peole with this elite to speed things up a bit. I wonder if someone is hit with this and dies then are rezzed if they can be hit again.
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Wrath From Beyond hits a number of enemies equal to the number of spirits nearby. More spirits does not mean more damage per enemy.
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Feb 09, 2006, 04:01 AM // 04:01
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#8
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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No need to make a build right now. We haven't seen all of the 25 skills each core class is going to get. Your buids will most likely be trashed after they are unveiled.
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Feb 09, 2006, 10:19 AM // 10:19
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#9
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Okay, let's state this again one more time and hope it sinks in so that the Rangers can get back to thinking in terms of working for their interrupts.
Wailing Weapon ONLY interrupts foes who are ACTIVELY ATTACKING!
Yes, this means that you can flip on Wailing Weapon and sit on the average Warrior's/Ranger's face, but beyond that, the thing is next to useless, since a character that's casting a spell is not attacking and is thus immune to Wailing Weapon.
Get it straight!
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Feb 09, 2006, 01:12 PM // 13:12
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#10
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Krytan Explorer
Join Date: Nov 2005
Location: London, England
Guild: I Uprising I [RAGE]
Profession: R/
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Quote:
Originally Posted by BannyD
ill be making a Rt/R in chapter 2 that will eventually become a pure spirit spammer
boon of creation
Ritual Lord {E}
serpents quickness
shelther
soothing
union
dissonance/disenchant/shadowsong - depending on mob
flesh of my flesh/res sig
16 spawning power
12 communing
6 wilderness survival
with both ritual lord and serpents...your spirits should be ready to cast again in 10 seconds or so
i have a guildie that is going to be making a Rt/E..that focuses on the sacrificial side of the ritualist to make use of such quick spirits...able to dish out -massive- party heals and PBAoE dmg
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Yeah, thats the same as my Ritualist build. The Spirits are far too easy to kill, so the only real answer is to spam them. I think with rituals, although they may last the max 30 secs, they are much more likely to last 10 seconds vs a clever team. For this reason decreasing the recharge time is vital, hence ritual lord and serpents quickness.
I prefer shadow song over dissonance. interupting with anything other than your weapon is difficult (anyone who tries to interupt with pet attacks will know what i mean) and getting disenchant to hit somebody with enchantments is a difficult at best. Shadow song may not attack people that would be affected by it, but hitting them takes them out of the fight almost entirely. combined with soothing it will take warriors out of the game. Shadow song also helps combat interupt rangers, which are perhaps a ritualist greatest enemy.
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Feb 09, 2006, 01:31 PM // 13:31
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#11
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Krytan Explorer
Join Date: Nov 2005
Location: London, England
Guild: I Uprising I [RAGE]
Profession: R/
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Quote:
Originally Posted by Hendorr
I like the ritualist more as support as a dmg dealer. I will make a ritualist, I just love teh graphics and the skills. They're really good healers. I don't think the ritualist is a good offensive profession.
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erm, all professions are effective as attacking characters, even monks. Unfortunately people tend to ignore this fact. As support characters ritualists are powerful if used correctly. This said their offensive abilities are great as well.
Cruel was .....(i forget, and the skill listing for ritualists is broken at this time) is immensly powerful, as it is a aoe, large damage, and effectively instant cast skill.
As for other offensive cabilities i heard of teams in HoH laying down many pain spirits. Before you say that it cant be done, because pain recharge is too long, ot that using the skill again kills the current spirit, i belive they used a ashes skill which generates a pain spirit when dropped, and i do know that these overlap.
There is another spirit, spirit of devastation i think, which deals up to 120 damage when it dies. Combine this with a well timed rupture soul, and spread the damage.
On monks casting on spirits, i know that that healing magic cant be used on spirits, and i am not sure about protection. I do know that ritualist weapon spells can be used on spirits, and they do work (vengeful weapon is particularly effective) A better way of unsuring it survival is the ritualist skill which gives your spirits regen for 30 seconds, but then kills them when it ends. As long as you can cast fast enough the spirits will survive a good amount of time. Other ritualist can eat your spirit up quickly tho...
Fertile season may a interesting addition to spirit spammers. It will up the health and armour of everything around, but it will make your spirits substantially harder to kill, and you get the advantage of having spirits effects. Spirits that sacrifice health in order to do effects/damage will be able to survive longer, as they have more health, and the sacrifice is a base amount, rather than a percentage. I didnt try this tho, i am not sure spirits will work in spirits.
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