Oct 19, 2006, 11:10 PM // 23:10
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#21
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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Quote:
Originally Posted by sinican
didnt check the link myself yet, but imediately id be concerned about having fast enough recharges on my spirits without spirit lord... since u cant equip 2 elites youd have to sac rit lord to use attuned... and serpents doesnt quite stack up to how fast rit lord recharges spirits...
time to go check
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Rit Lord has been nerfed to hell. Used to be that you could keep putting up the spirits as they recharged. Here's how it currently works (at 16 Commun, 13 Spawn):
Cast Boon of Creation early so energy regens fully, then Shelter (25e), hit Rit Lord while Shelter is 3/4 done casting (10e), Union (15e), Displacement (15e). You can get in one more Shelter (25e again) before Rit Lord expires and maybe a Union or Displacement. However, often Rit Lord has expired and putting up Union or Displacement (15e each) with Rit Lord (10e) active as soon as they recharge is impossible due to energy issues.
An alternative might be to go secondary Mes (15 Comm, 11 Spawn, 10 Insp) and try to manage your energy that way. However, it's still pretty rough. Rit Lord just recharges your spirits way too fast given how much energy is needed to get them back up. Serpent's won't always be active when putting down your spirits, so you may not even benefit from it's recharge in some cases. However, Tarnok's build allows you to put the spirits up everytime they become available, and leaves you room for other spells too.
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Oct 19, 2006, 11:23 PM // 23:23
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#22
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by JoeKnowMo
Rit Lord has been nerfed to hell. Used to be that you could keep putting up the spirits as they recharged. Here's how it currently works (at 16 Commun, 13 Spawn):
Cast Boon of Creation early so energy regens fully, then Shelter (25e), hit Rit Lord while Shelter is 3/4 done casting (10e), Union (15e), Displacement (15e). You can get in one more Shelter (25e again) before Rit Lord expires and maybe a Union or Displacement. However, often Rit Lord has expired and putting up Union or Displacement (15e each) with Rit Lord (10e) active as soon as they recharge is impossible due to energy issues.
An alternative might be to go secondary Mes (15 Comm, 11 Spawn, 10 Insp) and try to manage your energy that way. However, it's still pretty rough. Rit Lord just recharges your spirits way too fast given how much energy is needed to get them back up. Serpent's won't always be active when putting down your spirits, so you may not even benefit from it's recharge in some cases. However, Tarnok's build allows you to put the spirits up everytime they become available, and leaves you room for other spells too.
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oh how i know...
I like displacement.. i posted my ulternative in that other thread after the nerf came about...
dissonance with 16 com and 15spawn will absorb 7 attacks which doesnt seem like much... but it is enough in pve to kill off the high dmgers and typically not much longer till it can be recast... in pvp it is enough for my party to do dmg to the team trying to deal it putting them on the defensive and them ehausting most of their prime skills while displacement ruined it for them... ultimately screws most assassins with their chain requirements and other conditional skills/spells
union will take the backdraft between casts and ill throw up shelter when i have the enrgy for it... the build is of corse not as good as it used to be before the nerf but seems to still be very functional
plus 15 spawn allows dissonance recharge to 17 seconds which makes a huge diference and more spamable with the 3 sec cast time totally 1 disonance every 20 seconds to take out 7 attacks
Last edited by sinican; Oct 19, 2006 at 11:29 PM // 23:29..
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Oct 20, 2006, 12:59 AM // 00:59
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#23
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Displacement might be useful being cast far in the backline in preparation of a melee spike and then drawing it close enough to trigger it's effect when the time is right? I haven't tested that.
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Oct 26, 2006, 01:23 AM // 01:23
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#24
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Krytan Explorer
Join Date: Jul 2006
Guild: Cookie Cutter [FTW]
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okay lemme explain why resto rits really arn't viable in TA, GvG, and RA compared to monks. it all comes down to something other than energy costs and hp healed. its 3/4 seconds of differance, and in GW time that makes a world of reaction differant. 1 sec spells of the rit are easily interuptableand cant be spammed one on top of the other.
Some of you may know what i mean. A monk can put up prot spirit and RoF for 10-14 mana in 1/2 a second. this is why monks are better. they can react, in a half a second a spike is taken care of. the only spell that a rit can use for this is vengful weapon+ transfer spirit. and transfer spirit requires a spirit which stops you form healing for a long 3 seconds. 3 seconds is more than enough to set up a spike, and then your screwed because you can't react fast enough. this is why the rit sucks so very badly at healing in GvG.
he can easily keep up with points healed by a monk, and his weapon spells have the advantage of being unremoveable. but a second is enough for someone to get spike in GvG or even TA, you dont have the luxury to wait 2 seconds to replentish a health bar, by then either you or you teamate is dead.
I think a rit monk combo would definantly work well, attuned resto won't run out of mana and can keep up with steady pressure much better than a boon protter. but a boon protter can respond to spikes much much faster.
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