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Old Nov 30, 2006, 03:23 AM // 03:23   #21
Krytan Explorer
 
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Join Date: May 2005
Location: Cali
Guild: Mending For The [win]
Profession: W/A
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bump- anyone got new builds?
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Old Nov 30, 2006, 02:33 PM // 14:33   #22
Wilds Pathfinder
 
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Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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Ok, here's a weird one for ya...

Communing 11 (+1+3)
Channeling 11 (+1)
Restoration 8 (+1)


-Pain
-BloodSong
-ShadowSong
-Dissonance/Anguish/Dissenchantment/Shelter
-Warmonger's Weapon/Wailing Weapon/Painful Bond/Gaze of Fury/Spirit Boon Strike
-Signet of Spirit's [E] (occasionally Weapon of Quickening)
-Mend Body & Soul/Tsugrai
-Flesh/Naomei

The idea is to drop your artillery just out of aggro, then call so henchies or your team run in and cover them. Signet makes sure you always have energy. The skill could do with some work, but it's ok for this build.
With the ample energy gain, your free to use the 25 energy cost spirit's as you see fit. Pick whichever you feel you most need at the time (I tend to use Dissonance or Anguish).
Warmonger's is great for gimping anyone who isn't attacking (even warriors using Heal Sig ) Just drop it on a warrior/assassin/ranger or use it on yourself. Wailing works nice in physical-heavy areas. I tend to mainly use Painful when I run Anguish.
The Restoration assignment is just for heal, res and condition removal. If you have a good monk with you, you could either put the point's in Channeling or pump the rest into Spawning (which isn't really needed with this build) though i always like the ability to heal myself.

Handling a fast moving party: You don't need to drop all your spirit's all the time. That's the key. Judge how long you think the battle will take and drop the amount accordingly. Priority is the order of the spirits.
Most quick battles (1-3 minutes) I'll drop Pain and Bloodsong. Anything longer see's ShadowSong enter the party, and so on (Gaze of Fury is great to use on Shadowsong or Dissonance just before it's about to die).
When the party moves on to the next mob, I drop the next spirit in the order or jump to my expensive guy if I see the need for it (eg. boss interruption). In fact, in some cases' I'll drop the expensive guy first because it'll recharge faster and be ready for another round of volley's. It's not too hard to get a feel for it anyways...

I don't use Spawning in this as I don't really have much use for it. I've stopped using most of the enchantment's in general as I don't like being stripped much. The recharge of say Boon and Explosive are just too long to be relied on for anything (this could use adjustment). It's a pretty simple simple build. I'm sure a lot of people use similar...
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