Jun 10, 2006, 04:15 AM // 04:15
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#1
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Wilds Pathfinder
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Resilient Disrupter: a unique Rit/Mes build for CA
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Resilient Disrupter (Rit/Me)
Restoration: 16
Domination: 12
Spawning: 4
Power Return: Interrupt any spell, target receives +10E. 5E/.25C/7R
Power Spike: 86 damage spell interrupt. 10E/.25C/15R
Complicate: Interrupt any action and disable all Signets for 13s if a Signet was interrupted.
Signet of Midnight: 15s of Blindness for you and touch target
Soothing Memories: +106 HP to you or ally. +3E if you are holding item. 5E/1C/
Resilient Weapon: For 21s you or ally have +6 regen and +24 armor. 10E/2C/4R
Resilient was Xiko: While holding ashes, you have +2 regen for every Hex or Condition on you for 21s. Lose 5 Conditions if it is dropped 5E/1C/10R
Flesh of my Flesh: Lose half health, ally gets rezzed with your current health and 21% mana. 5E/5C/0R
I wear +energy armor, and carry two sets of a wand/chakram combo for 54E +4 pips/69E +3 pips max respectively. The 54E set is a wand with 20% chance for fast Domination recharge and a +5E chakram with 20% chance for fast Domination recharge (and cast) as well.
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My primary focus is to disrupt at least two enemies the entire time on the field. My secondary role is to provide limited healing support to my team. What makes the setup shine is the defense, which is very tough to take down for a lot of builds even with 2 or even 3 enemies attacking it. With two enemies harassed or disabled, your teammates have an easier tiime taking out their targets.
Offense:
Like I said, it’s all about disruption. Find your least favorite melee enemy (Ranger, Warrior or Assassin) and tag him with Signet of Midnight every single time it recharges for a permanent Blind state if it isn’t removed. No need to even rush in for SoM use. If you have a Monk buddy, stick near him and melee will come close to attack. If you have no Monk, melee will come to you.
Now that he’s disabled, focus on your spellcaster target and harass him with the three interrupts as often as you can (these interrupts have the best recharge rates). It can be a bit tough against .25 casting Boon Monks, but against Mesmers, Necros, Eles, and even Heal monks you will make their life miserable. Rits can be stuffed as well, but like Heal Monks you need your internet connection to be in good shape to catch the 1 second Weapon spells.
I generally use Power Return first, then Power Spike, then Power Return again. Use Complicate for Rez sigs, Troll, Heal Sigs and Blessed Signet primarily, but feel free to use it as a third spell interrupt too since the 20s recharge on it is not too bad (especially early in the target’s life). Complicate also snuffs Spirit casting, so keep that in mind especially when you see Wanderlust or Preservation being cast… you can often keep key Spirits permanently disabled unless they have interrupt protection. Oh, and yes Power Return gives mana to the target, but as long as you stay on him he won't have many chances to make use of his energy. Interrupt spams usually freeze a target from continually trying, and your recharge rates allow you to keep annoying him.
Defense:
Whether wait to be targeted by enemy fire or simply keep these up on you most of the match, the combo I have with the three defensive Rit spells is awesome. Right off the bat, if you use Signet of Midnight on a foe you get +6 regen and +24 armor with Resilient Weapon because you're blinded too. Remember, RW can be cast on a targeted teammate who needs a pick-me-up from heavy Hex/Condition afflictions. They’ll appreciate the help.
On top of that, I always followup immediately with Resilient was Xiko on myself to get a bonus +2 regen for each Hex and Condition on me. Combined with RW and SoM, my defense is now +8 regen and +24AL besides having one melee enemy completely shutdown. If you have Sig of Midnight on you constantly, these spells are permanent protection for you all match long for a near-permanent +8 regen!
The fun starts when Hexes and Conditions from other sources pile up on you… it’s an extra +2 regen for each one and this setup works VERY well despite having even 6-8 of them on you! Go to Nameless Isle and run past the Conditioners to stack them on you with these two spells up. You will stay at full health easily, even if Burning is one of them (stand in lava if you wish and you still have a net +2 regen).
The final spell is Soothing Memories. Sometimes you do need a raw health bonus when no Hexes and Conditions are on you (physical attacks get in, or Ele spells, or after Flesh of my Flesh use). The +106 HP every 5s is perfect for this role, and you get a +3E refund if you are holding RwX. It also is a nice secondary heal for teammates who need to get out of the danger zone (i.e. after a FomF rez).
With all three of these spells backing me up, my most memorable moment was at the end of a close CA battle on the timed lava map. Our Monk left and it was 3v4 (me and two Rangers). We were up by one kill (I hadn’t died) and all four enemies targeted me to even it up with 20-30 seconds or so remaining. There were two Warriors, a Necro and a Mesmer. Besides the physical attacks coming at me, I was under Cripple, Spiteful Spirit, Conjure Phantom, Deep Wound, Life Siphon, Blindness (mine), Images of Remorse and Malaise. I kept one Warrior on Blind and simply kept trudging forward as my two regen spells did all the work against the degen.
We’re talking -13 degen on me, but countered with my +22 regen! That was a net +9 regen, and only the other non-Blind Warrior was doing any real damage which I brushed off with Soothing Memories’ +106 HP every 5s. When you get props from the other losing team, you know you’ve done something right.
An important point here... you are not using ANY enchants! These Rit skills are spells, and despite the enchant-like effects there is NOTHING an enemy can do to remove RW or RwX. You'll appreciate this more when you go back to enchant protection in other builds.
Rez and Energy
Finally there’s FomF for the hard Rez. I like it a lot because there’s no recharge and you give them decent HP and mana once you revive them. If I can spare the mana, I immediately cast Soothing Memories on them, and even RW if they are attacked right away (use SM on yourself as well).
Speaking of energy, there are only a few things to keep in mind. With RwX in your hands, you have +37 max mana. This is enough to comfortably interrupt all the time because they all have some recharge to slow you down (7s, 15s and 20s). You can even keep RW and RwX up constantly as you interrupt because there are interrupt lulls when an enemy is scared to cast.
Mana is an issue mainly if you are using RW and SM too much on your teammates while interrupting as well. Help them out when they need it, but remember you are not the main healer if you want to do the other things in the build.
If you DO need to be the main healer every now and then, simply focus on the teammate who needs RW and SM the most. No need to spam a heal every time they take a little hit, but if you keep holding RwX the -2E per cast of SM is not going to drain you. When the danger of death has passed, go back to disrupting.
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This build has served me well in the last couple of weeks, if the Gladiator points I've earned are any indication. Secondary team healing and disrupting two enemies at a time fits in well with almost any group. If you try it out and like it as much as I have, please go here to give it a simple rating click. Hit the numbered star that matches how much you like it and you're done. Thanks!
Last edited by arredondo; Jun 10, 2006 at 04:29 AM // 04:29..
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Jun 10, 2006, 07:44 AM // 07:44
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#2
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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I can't much comment on the build, since I'm not too familiar with CA tactics. I think most other people in the forum are the same way... However, I think you'd be much better served running a build suited for higher PvP play, in order to practice it. EG: boon-prot, Shock-axe, crip/apply. Maybe you know this...
On the other hand, if you're having fun making builds for CA, then git r done.
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Jun 10, 2006, 02:44 PM // 14:44
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#3
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Wilds Pathfinder
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I usually make builds with the masses in mind. The PvP masses play CA mostly. That's not to slant against TA or 8v8 contests at all, nor is it saying CA is in any way better. It's just to say each play format has its pros and cons that different people enjoy, and most PvP players prefer just to jump on a team to see what happens as opposed to seeking out the best teammates to hook up with if they aren't in a guild.
If I were to specifically make it for TA or 8v8 matches (which I've done before of course with other ideas) I'd be working on designing the entire team, not just as a single, self-sufficient character unto itself. With that said, almost any build can be adapted to the different formats with a few tweaks, this one included.
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Jul 21, 2006, 05:05 AM // 05:05
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#4
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Leather Rebels, (LR)
Profession: W/
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i run something similar with me/rt instead, using mostly illusion in ab
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Jul 21, 2006, 05:20 AM // 05:20
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#5
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Evil Death Bane [EDB]
Profession: Mo/
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this looks like a really nice build. I have a rit and use Resilient Weapon too and it's a very good spell =D. My PVE rit's got a full oracle's set atm.. i have a questio tho, do you think the +armor when holding an item is global like with the warrior's knight's armor?
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Jul 21, 2006, 11:29 AM // 11:29
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#6
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Frost Gate Guardian
Join Date: Mar 2006
Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
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Well I don't think that this build would work on RA. Its like mesmer version of whammo.
Whammo = too many self healing skills and no real damage that warrior should excel in...
Ur build = too many self healing skill and no real way of shutdown that interrupter should excel in...
Besides interrupters are not best choice for RA. U can't tell if there's gonna be anybody to interrupt in enemy team - and in RA warriors are more common than spellcasters. It even can't do anything versus monk as most of them are boonprots. RA build should be able to kill someone by itself (or keep someone alive). And u r just being annoying by distrupting without causing any real threat and self healing urself to death from boredom.
Sorry for being harsh, but thats my point of view...
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Jul 24, 2006, 06:05 AM // 06:05
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#7
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Fortune Cookie
Profession: Mo/
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tried this build...worked well accept against boon prots like u mentioned
and interuption is one of the many choices of professions in RA. its hard to believe that ppl dun go to RA to interupt. i cant really comment on over - 'self healin' but the build kept me alive to be a pain in the ass to the other team, which in turn helped my team to deal the major blows.
you do have to realise this aint a dmg dealer build...its a support build and id be damned if interupter builds are not important. and technically with this build you are doing your job as an interupter which is being annoying to your opposing team.
like you said TeeGee..this is my personal opinion.no offense
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Jul 24, 2006, 09:32 AM // 09:32
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#8
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Frost Gate Guardian
Join Date: Mar 2006
Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
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The thing is that interrupts are imprortant but in 4 man team character based only on interrupting and self healing is waste of slot (especially considering that at least one person should be monk so it leaves u with only 3 offensive characters). RA is just not place for pure support characters other than healers. U can leave healing to monk and go full mesmer - then u can interrupt and do many other things - like actually killing enemies and not only annoying them.
Builds like that result in long, boring stalemates where more patient team prevails and less patient just leaves game.
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Jul 25, 2006, 03:40 AM // 03:40
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#9
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Fortune Cookie
Profession: Mo/
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true...i see where you're coming from. but in RA its totally random.there are teams where u get a monk. in that situation,fine you may just be a side support hero with not enought damage output. but there are other times when u dun get a monk and i believe this build is meant to shine to a certain extent.
besides if the other team leaves due to impatience, you're not losing anything, are you? you win and i suppose that's what keeps you in RA. and you learn how to be patient too...a attribute where many players fail to learn.
Besides RA is a place where one can go and try out new builds after using the npcs in nameless isles.
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Jul 25, 2006, 12:40 PM // 12:40
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#10
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Frost Gate Guardian
Join Date: Mar 2006
Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
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Quote:
there are teams where u get a monk. in that situation,fine you may just be a side support hero with not enought damage output. but there are other times when u dun get a monk and i believe this build is meant to shine to a certain extent.
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Randomnes of RA is reason why ur build should be self efficient. U don't know if there will be monk in ur team, u don't know if there are gonna be any interruptable casters in enemy team. Ergo: your build should be as self sufiscient as it can get - able to kill/shut/heal and survive.
Quote:
besides if the other team leaves due to impatience, you're not losing anything, are you? you win and i suppose that's what keeps you in RA. and you learn how to be patient too...a attribute where many players fail to learn.
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That leads to a conclusion that runner whammo who is running all around the place for 30 minutes and self-healing is viable build in RA.
This build is just inefective - it doesn't acomplish anything beside self healing. Interrupts are annoyance but they are not real shutdown.
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Jul 26, 2006, 04:15 AM // 04:15
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#11
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Fortune Cookie
Profession: Mo/
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i suppose its your opinion against mine. the build has suited me well, so ill stick with it. you think the build's not powerful enough, accepted and taken into consideration.
ill still give this build a thumbs up.cheers~!
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Jul 26, 2006, 09:52 AM // 09:52
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#12
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Frost Gate Guardian
Join Date: Mar 2006
Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
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Yup, no point of furthter discussion, especially since OP seems not interested in it :P.
Ill still give it thumbs dow... and cheers for nice little fight... ;]
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Jul 27, 2006, 05:31 AM // 05:31
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#13
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Fortune Cookie
Profession: Mo/
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u consider this a fight?lol
more like a healthy productive discussion...cheers!
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