R/Mo has been removed from the build. His place has been taken by an rit (way more damage). The rit will plant the spirits and avoid dieing (it should not be a problem for him to avoid dieing)
All the 3 Mo/N support type 1 are now changed to Mo/R (Symbiosis and Predatory Season are keeped, the team will decide what will use on the 3th mo/r between EoE, Winnowing and UA (if UA is chosed then the rit will not take any ress if UA is not chosed the rit will take a ress)) (Mo/R with Symbiosis will have another placement of attributes).
Anyway UW will be almost kill all the mobs (some horsmen will not be killed and some mobs that don't affect the quests).
If the A/E anti knockdown thinks he can do what the f1 and f2 alone then one Mo/R can be replaced (the one where u should had chosed between EoE, Winnowing and UA) (of course the points on dagger mastery will be removed, no reason to have them there), any ranged damage dealer is good as long as he can survive (I don't think this is a good ideea for several reasons, it will not be good for the team if he fails if it's not done with people from alliance/guild, there will be some problems with the other ranged damage dealer for rit is easy to survive cause he will not actually hit the mobs so mobs have few reasons to decide to change the aggro from the a/e to him (a running skills will help) while the other person will hit them unless it's a second rit).
Another thing. If the team decide that it needs extra damage or extra healing and the A/E antiknockdown needs the Mo/R support then the A/E antiknockdown can stay and watch in the places where are skeletons and just stay and keep aggro in the places where there are not skeleton, that Mo/R will be replaced with what the team thinks it needs. Depending on how they clear UW when A/E antiknockdown will start doing his actual job one of the Mo/R can remove the enchants from one of the A/E skeleton killers and cast them on the A/E antiknockdown. The rit can help in this case.
I don't see any reason why a team with this setup can fail if they are all doing their job right. I still need to test the new changes in a full team.
DP removal and Res Scrolls are a must if you want to kill Dhuum. It is posible not to need the Res Scrolls but better have them just in case.
LE: If the sins thinks they don't need order then that can be changed with SS.
In case sins thinks they don't need pury that can be removed, Watchfull from the Mo/N can be moved on the Mo/R this way the Mo/N will have another skill that can use and some energy regeneration (maybe order of pain or another healing spell or dismiss condition or smite condition).
LE 2: Team build:
2x A/E Perma Daggers: OwZk0pex3Oqk0HPiOT3z+TNIBk+D
Shadow Arts 11+1+3
Critical hits 10+3
Equipment:
- slashing dagger 20% ench zealous +5 energy
- radiant and attunement runes
A/E Sliver: OwZTkY/8ZS6jHRnBZIXkH6uE3BA
Equipment:
- high energy earth staff 20% ench
- radiant and attunamet runes (he can use a major hp and/or some survivor/ vitae rune)
Mo/R Symbiosis: OwIU003BJLHUPlfkmi8fhkhA
Healing Prayers 10+3
Protection Prayers 7+1+3
Divine Favor 4+3
Beast Mastery 12
Mo/R Predatory: OwIU003BJLHWPlfkmi8fhkhA
Healing Prayers 10+3
Protection Prayers 7+1+3
Divine Favor 4+3
Mo/N Orders: OwQDQcPOHUyQzJll8jyceA
Healing Prayers 3+3
Protection Prayers 12+1+3
Divine Favor 0+3
Note:
- I suggest using a 55 Mo/N (it can be N/Mo also).
- if the ritualist needs energy regen drop Order of Pain for Blood Ritual
Rt/any SoS: OACjAyiLpRVTXT+glTkTriOT0gA
Note:
- any/Rt can be used
Rt/any Wanderlust: OACiAykMdOROVGSGuKus5MRDC
I suggest 20% ench staff to keep always on Renewing.
Last edited by thedukesd; Nov 25, 2009 at 07:06 PM // 19:06..
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