Mar 12, 2007, 03:13 AM // 03:13
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#1
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Ascalonian Squire
Join Date: Sep 2006
Guild: Secret Service
Profession: Mo/Me
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Rit build for Gate of Pain
Anyone have any suggestions on a Rit build for doing the Gate of Pain mission with heros/henches? I henched almost every mission up to that point, now Im stuck on that mission. Normally I play a restore rit, but it just dont seem to work well there.
Those terror web dryders kill half my group in a second.
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Mar 12, 2007, 06:33 AM // 06:33
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#2
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Blitzers
Profession: W/N
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Put in shelter/union on your skill bar, put in signet of spirits/essence strike for energy gain and some offensive spirits like anguish (coupled with painful bond) etc. Cast those before aggoring the dryders. If you watch your aggro, you should be fine. Also put in a ranger hero with broadhead and interrupts and if needed, a monk hero specced for protection prayers and using protective spirit.
The torture web dryders are a pain but the normal terror webs are pushovers with a full party.
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Mar 12, 2007, 09:09 AM // 09:09
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#3
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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dissonance wouldn't hurt either
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Mar 12, 2007, 05:11 PM // 17:11
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#4
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Take them one group at a time and let you and your henchmen skills recharge before tackling the next group of them. I think you need some disruption to help you with the Dryders. If you have not chosen a secondary class for any of your heroes make them a mesmer and add Leech Signet or Power Drain. If you can add it to your own skill bar as well it is a good addition. Worry about stopping Meteor Shower. In tight corridors this is a very bad thing for you and your party.
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Mar 14, 2007, 02:21 AM // 02:21
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#5
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: E/A
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I just complete gate of pain, madness and abaddon gate with heroes and henchies, my setup is nightmare ranger. Have at least 1 heroes bring int and take 1 grp at a time.
I got masters for all last 3 missions.
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Mar 14, 2007, 05:23 AM // 05:23
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#6
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Rt/P + spear + spirits strength can carry you through all of PvE without any problems.
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Mar 18, 2007, 01:03 AM // 01:03
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#7
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Ascalonian Squire
Join Date: Sep 2006
Guild: Secret Service
Profession: Mo/Me
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Kess and Dr. strangelove, Do you mind posting your builds here?
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Mar 18, 2007, 01:54 AM // 01:54
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#8
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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[skill]blazing spear[/skill][skill]swift javelin[/skill][skill]spear of lightning[/skill][skill]vicious attack[/skill][skill]vital weapon[/skill][skill]sight beyond sight[/skill][skill]spirit's strength[/skill][skill]flesh of my flesh[/skill]
11+3+1 Spawning Power
12 Spear mastery
6+1 communing
Cast enchants and a weapon spell. Chuck spears at things. Rinse, repeat, wipe hands on pants.
If you want, you can take disrupting throw or something, but everything dies so quickly it really doesn't matter.
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Mar 18, 2007, 02:25 AM // 02:25
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#9
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Ascalonian Squire
Join Date: Jul 2006
Profession: Rt/
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Quote:
Originally Posted by Dr Strangelove
[skill]blazing spear[/skill][skill]swift javelin[/skill][skill]spear of lightning[/skill][skill]vicious attack[/skill][skill]vital weapon[/skill][skill]sight beyond sight[/skill][skill]spirit's strength[/skill][skill]flesh of my flesh[/skill]
11+3+1 Spawning Power
12 Spear mastery
6+1 communing
Cast enchants and a weapon spell. Chuck spears at things. Rinse, repeat, wipe hands on pants.
If you want, you can take disrupting throw or something, but everything dies so quickly it really doesn't matter.
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What kind of equipment would you recommend for this build. A spear of enchanting seems good because of the Spirit's Strength enchantment, but what of the off hand. Would it be better to equip a shield(slightly reducing damage) or take a focus off -hand(preferrably based in Spawning Power)?
Last edited by Pakikid; Mar 18, 2007 at 02:27 AM // 02:27..
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Mar 18, 2007, 06:32 AM // 06:32
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#10
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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I just use a +45 -2 while enchanted shield, energy isn't really an issue. It doesn't really matter though, the build is pretty brainless to run and kicks all sorts of ass in endgame PvE.
The Rt/A build has more damage, but that also has to run in close and risk getting hit in the face, so meh.
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Mar 19, 2007, 05:44 PM // 17:44
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#11
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: BloodBath & Beyond
Profession: Rt/
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I just went back to get Masters with my Rit. I went offensive spirit:
[skill]Painful Bond[/skill][skill]Pain[/skill][skill]Shadowsong[/skill][skill]Dissonance[/skill][skill]Anguish[/skill][skill]Assassin's Promise[/skill][skill]Feast of Souls[/skill][skill]Flesh of my Flesh[/skill]
I brought Jin with [skill=text]Broad head Arrow[/skill], and the rest of the group was just the standard heroes/henchies I bring in RoT.
Set up spirits before engaging Terrorweb Dryders. Then target lock Jin to one Dryder, and call the other as the party's target. I usually throw [skill=text]Leech Signet[/skill] on one of my heroes, and manually interrupt any skill (Meteor Shower) that has to be interrupted. Dissononace should take care of the party's Dryder, though.
Same deal with the Torturewebs, but of course they're even easier, because the party can focus on one.
If you're doing the bonus, spirits help a bunch there too. The first two Emissaries are across bridges, so placing all you spirits toward one end of the bridge not only distracts the Dryders from targetting the party during the battle, but also helps if the party needs to retreat and heal. The few seconds the spirits buy you can mean the difference between regrouping and restarting the mission. This is especially valuable while fighting the final Emissary in the fort; if your henchies accidentally aggro the demons inside the fort, retreating may be necessary.
Good luck.
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Mar 19, 2007, 06:28 PM // 18:28
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#12
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: E/A
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kindle arrows
nightmare weapons
dual shot
wielder's strike
distracting shot
bloodsong
offering of spirits {e} if you do not have this elite yet, you can use signet of spirits, just remember to cast it with bloodsong in your aggro circle.
hard res/serpent quickness(for quick cycle)/spirit rift(cast it after nightmare weapon for extreme spike.
channeling - 12+3+1
wilderness survival - 12
spawning -remaining attb points.
good luck
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Mar 20, 2007, 04:06 AM // 04:06
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#13
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Ascalonian Squire
Join Date: Sep 2006
Guild: Secret Service
Profession: Mo/Me
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Just beat gate of pain with a channeling build before I had a chance to get to this thread. It was much easier this time, it must be a psychological thing, if you think its hard it will be..or its just hard being a healer with hero/henches.
Those are interesting builds, never thought about using a assasin elite as energy management, looks good.
The paragon build is more my style of playing I gotta try that. I wonder how nitghmare weapon or brutal weapon would work instead of vital weapon?
Last edited by lasker wavingtrider; Mar 20, 2007 at 04:09 AM // 04:09..
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Mar 20, 2007, 04:34 AM // 04:34
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#14
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by lasker wavingtrider
Just beat gate of pain with a channeling build before I had a chance to get to this thread. It was much easier this time, it must be a psychological thing, if you think its hard it will be..or its just hard being a healer with hero/henches.
Those are interesting builds, never thought about using a assasin elite as energy management, looks good.
The paragon build is more my style of playing I gotta try that. I wonder how nitghmare weapon or brutal weapon would work instead of vital weapon?
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nightmare weapon is a bad idea with spirit's strength, as it will completely negate your big giant physical attacks. Nightmare weapon is better when your basic attack isn't doing that much damage to begin with.
Brutal weapon is possible, but at 6 spec it only had a 17 sec duration. You could juggle atts a little bit, but you're going to end up reapplying it much more often and having to spend a lot more energy on it.
Splinter weapon is a possibility too, as it lasts long enough, but you'll have to reapply it every 3 attacks - kind of a pain.
In a perfect world, you'd have another rit on your team spamming high spec brutal weapon on you, but usually vital weapon is the easiest way.
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Mar 20, 2007, 01:39 PM // 13:39
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#15
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Lion's Arch Merchant
Join Date: Apr 2006
Profession: W/
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Warmongers weapon did wonders when i did this mission. Just stick it on a fast melee attacker and it'll shut down the dryder. If you put it on Melonni and can get dryders to stand together, the scythe will stop all three.
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Mar 25, 2007, 05:48 PM // 17:48
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#16
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Fullerton, Ca.
Guild: CDXX/THE420TH.COM
Profession: Mo/Me
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i did it with a rit/? 14/12/8/4
1.essence strike
2.sprit burn
3.caretakers charge(e)
4.mighty was vorizon
5.blood song
6.weapon of warding
7.wielders boon
8.mend body & soul
w/hero and hench
koss
dunkoro
zhed
henchs:
cynn
earth ele
illusion memer
menhlo
from varesh to abbandon this it what i used, worked great and masters on all missions!
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