Mar 25, 2011, 02:00 AM // 02:00
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#1
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Frost Gate Guardian
Join Date: Feb 2011
Profession: R/D
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Dual Splinters
Is bring Dual splinter worth it for a physical player?
I heard it made the game too imba but I would like to hear from the mass.
If so, where can I put it in my SoGM hero in the Spiritway build?
http://www.gwpvx.com/Build:Team_-_Hero_Spiritway
*The filler has Fall back.
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Mar 25, 2011, 03:20 AM // 03:20
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#2
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Academy Page
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Drop Dissonance. 25e but only lasts ~23seconds? And recharge is 45seconds, so for 20 seconds nothing is happening. There are MUCH better interrupt sources.
To indirectly answer your question: Bring splinter no matter what, but don't force a second physical hero if you're already fulfilling the same roll- tank/spike/etc.
If you're adamant about simultaneous Splinter use, bind it to ~ and spam it across your entire party as you 1,2,3,4
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Mar 25, 2011, 03:40 AM // 03:40
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#3
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Furnace Stoker
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Quote:
Originally Posted by SongOf
Drop Dissonance. 25e but only lasts ~23seconds? And recharge is 45seconds, so for 20 seconds nothing is happening. There are MUCH better interrupt sources.
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I wouldnt recommend that. Dissonance is an extra attack spirit that gets buffed by SoGM and the channelers Painful Bond.
Its a very solid staple communing bar for spirit way.
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Mar 25, 2011, 03:49 AM // 03:49
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#4
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Academy Page
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Quote:
Originally Posted by bhavv
I wouldnt recommend that. Dissonance is an extra attack spirit that gets buffed by SoGM and the channelers Painful Bond.
Its a very solid staple communing bar for spirit way.
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You're joking right? Shadow, Pain, Disenchant and Anguish all attack too. No matter what, an attack spirit is going to go.
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Mar 25, 2011, 03:51 AM // 03:51
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#5
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Krytan Explorer
Join Date: Aug 2005
Location: Connecticut USA
Guild: [ITPR]
Profession: W/
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Quote:
Originally Posted by bhavv
I wouldnt recommend that. Dissonance is an extra attack spirit that gets buffed by SoGM and the channelers Painful Bond.
Its a very solid staple communing bar for spirit way.
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It's life span and recharge are also a non factor if you are running a Soul Twisting variant.
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Mar 25, 2011, 03:52 AM // 03:52
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#6
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Furnace Stoker
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Quote:
Originally Posted by SongOf
You're joking right? Shadow, Pain, Disenchant and Anguish all attack too. No matter what, an attack spirit is going to go.
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No.
SoGM, Pain, Anguish, Shadowsong, Disenchant and Dissonance is fine and a very solid build for spiritway. Theres absolutely no need to remove the Dissonance for anything else. Energy is easily handled with boon of creation.
Quote:
Originally Posted by FyrFytr998
It's life span and recharge are also a non factor if you are running a Soul Twisting variant.
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Thats also true, but I prefer prot spirits with ST, and attack spirits with SoGM. Thats the best synergy of getting the best use out of spiritway.
Last edited by bhavv; Mar 25, 2011 at 03:54 AM // 03:54..
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Mar 25, 2011, 03:56 AM // 03:56
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#7
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Academy Page
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Quote:
Originally Posted by bhavv
No.
SoGM, Pain, Anguish, Shadowsong, Disenchant and Dissonance is fine. Theres absolutely no need to remove the Dissonance for anything else. Energy is easily handled with boon of creation.
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*facepalm* You're not helping at all because you're basically saying don't drop anything despite him specifically asking which skill on the SoGM to drop.
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Mar 25, 2011, 03:57 AM // 03:57
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#8
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Krytan Explorer
Join Date: Oct 2009
Guild: The House of Wolfblood
Profession: R/
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Quote:
Originally Posted by FyrFytr998
It's life span and recharge are also a non factor if you are running a Soul Twisting variant.
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This is true, but since the guy is using SoGM I have to agree that it is more of a hinder than help in this case. I agree with dropping that to run splinter.
Quote:
Originally Posted by SongOf
*facepalm* You're not helping at all because you're basically saying don't drop anything despite him specifically asking which skill on the SoGM to drop.
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Also agree with this. The OP is asking what to drop, not whether the build is good or not. If you think dissonance is fine then suggest something else to drop for splinter weapon, otherwise dissonance is what gets the axe.
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Mar 25, 2011, 04:05 AM // 04:05
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#9
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Krytan Explorer
Join Date: Feb 2008
Location: Denver, Colorado
Guild: Reign of Judgment [RoJ]
Profession: Me/A
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Since we have 7 heroes now, I would recommend taking the prot off of the MM and putting AR/Splinter on that hero. Move your prot to a hero that's not spending so much time raising the dead =)
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Mar 25, 2011, 07:50 AM // 07:50
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#10
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Lion's Arch Merchant
Join Date: Jun 2005
Profession: W/
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Quote:
Originally Posted by Miteshu
Is bring Dual splinter worth it for a physical player?
I heard it made the game too imba but I would like to hear from the mass.
If so, where can I put it in my SoGM hero in the Spiritway build?
http://www.gwpvx.com/Build:Team_-_Hero_Spiritway
*The filler has Fall back.
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Wait...I may be misinterpreting this...but...
Right now your SoGM hero has Spawning Power, Communing and Command, and now you want to add in for Channeling? I say Fall Back or Splinter Weapon, not both.
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Mar 25, 2011, 12:54 PM // 12:54
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#11
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Furnace Stoker
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Quote:
Originally Posted by Uriel_Wolfblood
Also agree with this. The OP is asking what to drop, not whether the build is good or not. If you think dissonance is fine then suggest something else to drop for splinter weapon, otherwise dissonance is what gets the axe.
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It is never worth taking splinter wep on the communing rit if you also have a channeling Rit. Dual splinter is completely inferior to one splinter at 14-16 channeling.
The 5 spirits with SoGM would still be better than swapping one of them out for Splinter wep.
To answer the OP asking if dual splinter is worth it, no it isnt. Keeping the 5 communing attack spirits on the SoGM rit is much more worth it. My paragon always has splinter weapon applied with a single channeling rit.
Quote:
Originally Posted by Miteshu
*The filler has Fall back.
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You can easily fit fall back onto other heroes, you dont need to weaken the spiritway for it. Either necros or ellys make better choices to put fall back on than rit heroes. If you really must use a second splinter, try it on an N/Rt with some decent investment in Channeling.
What are you using for the rest of your team?
Last edited by bhavv; Mar 25, 2011 at 01:01 PM // 13:01..
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Mar 25, 2011, 01:14 PM // 13:14
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#12
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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You have more than those three heroes; why are you trying to put Splinter on one that can't really fit it in?
And yes, two copies of Splinter Weapon can be worthwhile.
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Mar 25, 2011, 06:45 PM // 18:45
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#13
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Frost Gate Guardian
Join Date: Feb 2011
Profession: R/D
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My SoS rit has splinter. Except it doesn't use any resto skills since my necro has them.
The rest is Mesway and Discordway.
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Mar 25, 2011, 07:00 PM // 19:00
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#14
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Don't run Discord on a physical.
Stick a second copy of Splinter on a Nec or something.
Post full builds for unrelenting critique.
Last edited by Xenomortis; Mar 25, 2011 at 11:02 PM // 23:02..
Reason: said Warrior when I meant physical.
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Mar 25, 2011, 10:55 PM // 22:55
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#15
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Frost Gate Guardian
Join Date: Feb 2011
Profession: R/D
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http://pvx.wikia.com/wiki/Build:Team.../Spirit/MesWay
SoS rit has:
16 Channeling
9 Command
9 Spawning
SoS/Bloodsong/Painful bond/Spirit Siphon/Splinter weapon/Stand your ground/Fall Back/We shall return
SoGM rit has fall back as a filler.
The Clumsy mesmer has Accumulated Pain for Deep Wound.
I am running Barrage Ranger.
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Mar 28, 2011, 06:52 PM // 18:52
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#16
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Krytan Explorer
Join Date: Aug 2005
Location: Connecticut USA
Guild: [ITPR]
Profession: W/
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Quote:
Originally Posted by bhavv
Thats also true, but I prefer prot spirits with ST, and attack spirits with SoGM. Thats the best synergy of getting the best use out of spiritway.
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I was under the impression that minion bombing did not have synergy with a ST Defensive Rit? Minions putting too much pressure on the defensive spammer whilst the spirits prolonging the minions demise negating Death Nova's effectiveness.
Also, I forgo the extra damage of SoGM for the utility to micro my spirits through Soul Twisting. This way I always have up the maximum amount of spirits available to me during battles since my Rit primary handles all the spirits that matter in both communing and channeling. Is it optimal? Maybe not, but then again, 7 heroes gives me the room to make up for it on other heroes.
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