May 11, 2010, 06:21 PM // 18:21
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#1
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Academy Page
Join Date: Mar 2009
Location: England
Guild: Dragon Lords of Order [lord]
Profession: W/Mo
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My first ritualist
I am in the process of making my first rit character and was looking to make an offensive spirit summoner.
I am looking for guidence on the best attributes to invest in and any good skills/rune combinations to consider.
Thank you in advance
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May 11, 2010, 06:58 PM // 18:58
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#2
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Desert Nomad
Join Date: Mar 2010
Location: Virginia
Guild: None, retired to GW2.
Profession: W/A
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You want the most attributes in Communing and Channeling Magic, me for example I have my armor runed to where my Channeling is 11+1+3, Communing 12+1, Spawning 6+1 and that's the pretty much generic spirit spammer.
For armor your call I put mostly health with a Shaman Insignia for the +15 amor because normally you will have 6-7 spirits.
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May 11, 2010, 07:19 PM // 19:19
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#3
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Academy Page
Join Date: Mar 2009
Location: TEXAS!
Guild: Fellowship of Greeters [FOG]
Profession: Rt/
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I tend to find the Channeling line has more oomph to it than Communing, in general.
Also, a single Shaman's insignia isn't going to do you much good. The armor bonus applies only to the piece of armor equipped with the insignia ... not the whole thing. In my opinion, you'd be using up insignia slots better suited for extra health. Besides, use your spirits right and you're not going to need extra armor.
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May 11, 2010, 07:37 PM // 19:37
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#4
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Academy Page
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Quote:
Originally Posted by Shana Something
I tend to find the Channeling line has more oomph to it than Communing, in general.
Also, a single Shaman's insignia isn't going to do you much good. The armor bonus applies only to the piece of armor equipped with the insignia ... not the whole thing. In my opinion, you'd be using up insignia slots better suited for extra health. Besides, use your spirits right and you're not going to need extra armor.
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Well, by that logic you won't need the extra health either. I think the extra armor is preferable because the scariest stuff in HM are things like Elementalist bosses, who put out bursts of armor-sensitive damage.
Now, that's a very debatable point for most classes, but for a spirit spammer, you're less likely to be focused on by melee monsters, who target your spirits. The likelier scenario is being tagged by an AoE spell targeted on someone nearby. In that example, you can't even fall back on Prot Spirit, because you were just collateral damage. But then again, that's just my experience.
I will however, admit that Shaman's Insignias are really expensive at the moment. I'd use cheap +armor ones until you can either afford them, or find them yourself.
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May 12, 2010, 09:54 AM // 09:54
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#5
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Administrator
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As to the armor vs. health debate, armor is generally better, but if you're relatively safe behind your spirit wall (and possibly a minion wall also) then you can go survivors to offset the cost of a superior Channeling rune. After all, if you only take half-threatening damage on rare occasions, you might as well go for the sup.
As for the build, just throw on whichever spirits you want, along with Splinter, Spirit Siphon, and Painful Bond. Split atts between Channeling, Communing (if you use it), and Spawning Power. You could also run a Channeling hybrid, with smiting, curses, resto, etc.
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