Jun 21, 2006, 05:42 PM // 17:42
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#1
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Simple, very effective channeling Spiker
I thought i would post this build for its simplicity as well as its overall effectiveness...
This build is great for all those dmg hungry Rits out there that haven quite gotten to the areas of Elites such as Ritual Lord etc...
the Build relies on Only 2 of the Rits primary skills and the rest you can mold to your liking however for dmg it is key to have high Channeling of corse
Channeling 16
Restoration 13
Rest where you like, and as a note Restoration does NOT need to be that high however I use it for my single healing spell and my spirit...
Essence Strike - ok dmg 5e cost will give back 8e if you have a spirit up I use this spell a lot for easy energy management and for quick dmg
Sprit Burn - ok dmg great dmg with a spirit up 5e cost 1 sec cast
Gaze from Beyond - Great dmg only works if there is a spirit (allied or enemy) 5e cost 1 sec cast
Channelled Strike - spell does great dmg soley and even more so if you are holding an item (I do not hold items) this spell still does 80+ dmg without holding an item however is is a 10e cost 2 sec cast I don't use this spell except to fill pauses in my spiking
Spirit Rift - great AOE dmg but at the cost of 15e and 2 sec cast as well as the spell takes 3 seconds further to do dmg... I use this spell mainly only as a croud control in tight areas and of corse for full spiking dmg on bosses especiall whe n spirits are around because it easily wipes spirits out
Destruction/Recuperation/preservation [e] - NOW this is important when chooseing your spirit keep in mind that in this build the spirit is merely used as a tool to boost the dmg of your spells these 3 are of the best to use Destruction being a low recharge easily maintained makes it nice, recuperation of corse assists in keeping some health regen on nearby allies however i dislike its slow recharge it is best used in fights that will last long, when going against areas that have smaller groups of mobs it is better to use destruction because you wont spend the time waiting for your spirit to recharge to move to the next group and having a spirit up is important for this build... I captured Preservation in Eternal Grove I love it personally not mainly for its inherent benefit which btw at 13 rest will heal over 1500hp randomly to the party over its life time, its cost is 5e last 60 seconds and has a 45 sec recharge I find this spirit to be the best overall for any size groups it outlasts its recharge and has a very low enrgy cost I use it almost all the time as my chosen spirit
Mend body and soul/ other healing spell - I use mend body of corse because it is a low cost quick recharge 75 heal spell with the benefit of removing conditions with a spirit up... you can use whatever you like but this spell doesnt get used much if you play smart
Flesh of my Flesh - duh :P
Channeling "staff" one with 20/20 casting/recharge for you chan spells, dmg doesnt matter if you dont have one get a cheap one on the island
now the tactic
DONT TANK... either let eveyrone else agro and take the back lines or set your spirit and let someone pull... none the less you need to keep yourself and your spirit out of the front lines you cant do much dmg if ur dead or your spirit is dead nor will u be able to sustain the energy for continual dmg
I always passive attack with my staff so i can be sure im in range of the targets before setting a spirit because if you have to move to far away from spirit to hit ur target again not the best dmg and no energy management
essence/burn/gaze
essence/channeled/rift
essence/burn/... etc
YOU ALWAYS HIT ESSENCE as soon as it recharges this is you chain without essence being hit as soon as it recharges you run out of enrgy
now if you got a clump and the tanks are doing a great job clumping them us simply spam essence/rift continually using the other spells in between the recharges
with your 20/20 staff your spells will be casting faster most of the time and recharging faster...
this build is capable of spaming spells through LARGE groups ONLY time you should have any energy problems is when your spirit gets taken out or it was interupted on cast... my suggestion in this case is to ONLY use essence/burn/Mend till your spirit is recharge and ready to go again take the defensive if you for some reason got ur spirit killed or never got it out...
my current dmg with this build averages 40/65/85/85/95 and takes only max of 7 seconds to get the entire chain off if your staff doesnt help you...
but the point of this build is its spamability so more or less your dmg should come out like this
40/65/85/40/85/65/40/85/95 -only time your chain will ever last this long on a single target is bosses and my dmg reflect HARD targets
soft targets are more like 65/95/120/110/130 BAMMMM
remember DO NOT pick your spirit because of its inherent ability pick your spirit based on its erngy recharge and life expectancy its inherent abilities are only an added bene after its main purpose and that is to stay up to give your spells a boost in dmg/energy/condition removal
have fun and ask questions
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Jun 22, 2006, 09:45 PM // 21:45
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#2
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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nice over 90 views and no questions... should i take that as positive?
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Jun 23, 2006, 08:44 AM // 08:44
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#3
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Hmmm, there are a few concerns with your build as I see it. I'd go with Destruction and maybe even a second spirit in case you are interrupted or knocked down or whatever. I would also consider using Soul Twisting as your elite since it would let your spike out much faster and help you not be interrupted while casting the spirit. And it will lessen the otherwise lengthy 3 second cast time before you can even start damaging anyone, which, by the time you have casted a spirit, the enemy you are just in range of could have moved out of range. And in the case of Destruction, you now have a ~23 second wait before you become real effective. But on the other hand, the headache that comes with using Soul Twisting could hurt your ability to be aware of the enemies that you're trying to spike. Energy is an issue, I know that you have Essence Strike in there, but I don't think it is enough to carry your whole build. The recharge times of Channeling spells are also an issue. By the time you've finished your first set of spells (Essence, Burn, Gaze), Essence Strike should still be recharging for a few seconds, unless your staff or off-hand helps you out. In PvP, that's plenty of time for a monk to respond. In PvE, you have the space for this pause, but not always. After every set of your attack chains, you rely on Essence Strike to be recharged, which says to me that you plan on waiting on Essence Strike every time. At an 8 second recharge, you will be waiting for a good while.
Finally, the problem with these spirit/Channeling spike builds is that they are nice if no one is attacking you. It seems like you made this as a PvE build, but in PvP, this build won't fly without some work. If a Warrior or Assassin is attacking you, you can either kite and probably end up losing your spirit (especially if you don't use Soul Twisting) or stay there and take it and hope that they die before you. If you plan on staying with your spirit, you are going to need some kind of evasion spell, maybe Weapon of Warding, but that's a 2 second cast time and under attack by these guys, you'd just be asking for a knockdown. Even in PvE, enemies have a habit of not ignoring your spirits, unlike PvP players. You lose your spirit, you drop in effectiveness because you've lost your energy management, Spirit Burn loses it's added damage, and you can't even use Gaze from Beyond. Spamming Spirit Rift and Channeled Strike (15 and 10 energy spells) will clean your energy out real quick.
My suggestions for this build would start with better energy manamgement, maybe add Spirit Siphon, not a great choice but you have 16 Channeling, it's not going to get any better and it would take some weight off of Essence Strike. Choose an elite, I don't see Preservation working to it's full potential in this build. Bring a backup spirit if you don't bring Soul Twisting. Last, instead of putting points into full Restoration Magic, which is mostly garbage I think, put it in Illusion magic and use Distortion, or Inspiration for a better selection of energy management skills and forgo Spirit Siphon, or Healing Prayers for better heals, or Earth Magic for Armor of Earth (it's not like you plan on moving very far or fast), or even Tactics for that matter. If Mend Body and Soul is the only reason to put points in Restoration Magic...try utilizing your secondary profession.
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Jun 23, 2006, 12:42 PM // 12:42
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#4
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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very good!
Energy really isnt a problem...
as per your concerns i thought they may also be an issue...
however i am actually never waiting for essence to be truthfull though the staff taking effect does allow for more use of essence strike its not necessary. there are 5 chan spells in this build by the time you hit channeled essence is already recharged and ready for another bang.
the first 3 spells are only 5 energy and with the rits 4 pip enery recharge its rather hard to run out of energy with this build as long as you are not using rift all the time... as I do not use rift other than a crowd pleaser and usually only when the other 4 spells are unavailable...
as far as the spirit I use Preservation now over destruction because of its very low energy cost again 5 energy which allows for it to be thrown up anytime who can't wait the second to regen 5 energy if some reason you bottomed out... before that i was using destruction however when fighting larger groups i favored the longer lasting spirit.... preservation being a 60 second spirit destruction only being a 30 second spirit... that should actually tell you something there that esentually this build can mintain well over a full 60 seconds of dmg spamming
and as any other soft class isssue being in the danger zone is an issue... this is why i dont agro with him when with hpc i set the ping then go in range set the spirit or i pull after setting a spirit to ensure range is not an issue... there are times when my spirit can and does get interupted or taken down and using the chain (minus gaze unless there is an enemy spirit up) still is completely spammable for at least the needed amount of time to set another sopirit...
destruction has a 15e cost if that gets its rather expensive on an interupt etc... and takes mroe energy away from being able to spam
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Jun 23, 2006, 05:40 PM // 17:40
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#5
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Rt/
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I've already posted this in a couple threads, but here's my nuking build for comparison.
16 Channeling
13 Communing
Destruction
Gaze From Beyond
Spirit Boon Strike
Essence Strike
Spirit Burn
Pain
Signet of Spirits (e)
Flesh of My Flesh
If you're being brought along to nuke, that means that your party most likely will have the healers it needs. In my personal opinion, bringing in a healing spell is a waste of a slot. Relying on one single spirit is a pretty big gamble, that's why I like taking Pain. It lasts forever (over 140 seconds), it's 5e, and it will easily tide you over until Destruction is up again. Signet of Spirits is another personal choice of mine as my Elite, as it boosts your energy management even more. With my build, it's a straight-shot of four spells, each affected by the presence of spirits. GFB, ES, and SB are all only 5 energy, and Spirit Boon Strike is great to use because of the secondary effect of healing your spirits, so they stay up longer. GFB, ES, and SB also have no casting time, so they're very unlikely to be disrupted. When all four nuking spells are on cooldown, I'll either set up Pain for fun or hit a Signet of Spirits in order to get even more energy back. Spirit Rift, ehhh....I could really take it or leave it. The damage is great, but it's just too situational for my liking. Nearly impossible in PvP as well, because everyone's always moving around.
Just adding my two cents.
(Preservation is in my healing build though, I very much enjoy that spirit as well)
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Jun 23, 2006, 05:55 PM // 17:55
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#6
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Overclockers Australia (OCAU)
Profession: E/Mo
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i've been using this for a long time (and yes rits can deal dmg's, not just heal!!), even before this thread was mentioned, on a side not i did not opt for restoration but rather communing and went for bloodsong and pain and painful bond. so my skillbar was pact with dmg dealing, i would only summon spirit if the party was in trouble. other than that, the channeling skill was enuogh to dishout dmg. this is pve tho.
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Jun 23, 2006, 11:33 PM // 23:33
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#7
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Response for Risk and Oso...
yea as mention in my op restoration is not needed, all that is really needed for a nice spiking build imo is the long lasting low recharge enrgy efficiant spirit...
as far as why i chose resto and brought alone a resto base spirit well if i want resto i cant very well invest in comuning for a spirit such as pain... though as i said destruction is a nice spirit as well and to me it was a toss up for com/pain or chan/destruction or resto/preservation...
for a while i was using destruction because i already had point in comuning and as is known preservation is captured later in the game... when i captured preservation i took that because of its low cost and outlasitng its recharge...
i stuck with resto and no com because i will NOT ever rely on a healer completely to me i have more faith in myself in getting that much needed quick heal than a hench or human
I dont have a problem with my spirit really after some playing with a single spirit i learnt how to not lay my spirit until im where i need to be and when i need to...
if i have no time to lay the spirit right away safely i have gaze if there is an ally/enemy spirit up and i have channeled strike and rift to do some non spirit needed dmg not to mention essence and burn still do fine dmg without a spirit just without the nergy return or the max dmg but completely usable none the less...
the spiker build is adjustable however i want the most posible spiking possible... and more than 1 psirit takes away from that and relying on a healer is way more unsafe that relying on a single spirit since a spirit is not needed to do dmg... if u cant get ur spirit up... oh well you can still do dmg but without some healing ur screwed all around if the healer is busy on someone else or is dead..
plus with all my skills mainly being channeling my staff has more effect than a more mixed chan/rest/com rit 5 skills on my bar are affected by my staff the others dont need it period and even with your safer dbl spirit build im still spiking more dmg without mine even up
again though i dont find anything wrong with those variations personally its all how we each play
Last edited by sinican; Jun 23, 2006 at 11:37 PM // 23:37..
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Jun 24, 2006, 12:14 AM // 00:14
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#8
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Ok, maybe I'm not clear enough. Let's look at your first set of skills
Essence Strike - 1 second cast and 8 second recharge followed by
Spirit Burn - 1 second cast followed by
Gaze from Beyond - 1 second cast
Which is then followed by Essence Strike. Given the aftercast, I'm not sure of the actual time, but say a quarter of a second. You can get your first set of skills out in say ~4 seconds. Now you are ready for your second set of skills, but Essence Strike will not be recharged for another ~5 seconds (8 second recharge and about 2.5 seconds already waited from casting the other two spells).
Ok, we have waited for Essence Strike to recharge, now we go to your next set:
Essence Strike followed by
Channeled Strike - 2 second cast followed by
Spirit Rift - 2 second cast
This time, we can get this set out in a little less than 6 seconds. We are going to start with Essence Strike again, but we have to wait another 3-4 seconds before Essence Strike is recharged.
So you say that you don't really have to wait for Essence Strike to recharge. Then I'll say that if your trying to put out your spells as fast as you can, you will have to wait for Essence Strike to recharge, if you're not waiting, then you're not casting fast enough. In which case, those pauses will give an enemy monk plenty of time to heal the damage you're putting out.
Ok, next is the thing with Preservation as your elite. So you like the low energy cost and length of time it is out compared to Destruction, fair enough. Why not use Pain then. You're only putting points into Restoration Magic for Mend Body and Soul, but it now lets you use a high level Preservation too. I would say to take all points out of Restoration Magic, put some in Communing and bring Pain (same cast time, energy cost, and recharge time, but not elite). Also, again, you're relying on only one spirit, if it dies, well, I think you should bring a backup. Plus, do you really think one measly Mend Body and Soul is going to save you from a warrior or assassin? At least with evasion (Distortion or at least Weapon of Warding), you can ruin the Assassin's attack chain or save yourself from an adrenaline spike from a Warrior.
Next is sticking with your spirit. I agree that it is a problem for all soft professions that are sitting in the "danger zone." The difference between them and you is they can freely kite whenever they're under attack. The problem with this build is that the tradeoff for kiting is much higher than any other class. Any of the other professions can kite but their skills won't be hurt by changing positions, yours will.
Ok, now I'm going to go back to energy management. Ok, if you're going to wait for Essence Strike to be back up or pause in between casts, then your energy regen and Essence Strike might be enough energy management. But if you plan on being faster, you will need more energy. Take some of those points out of Restoration Magic and go Inspiration and bring an energy elite. Or you could put some points in Spawning and try Attuned was Songkai. Plus, maybe you can get out a few more Spirit Rifts, it is a nice spell. As for Signet of Spirits as an energy elite. In this build at least, you only have one spirit out, and at 16 Channeling, that's only 6 or maybe 7 (I'm not sure if it goes past 6 energy per spirit) energy every 20 seconds...that's not much.
Next is PvE concerns. So, many of the above issues do not apply because this is a PvE build. Then I ask, if spiking was so needed in PvE, why aren't there more Elementalist air spikers wanted in PvE? Because PvE calls for Nukers and Echo SS. Mesmers and air spikers are under scrutiny in PvE because they aren't great at putting out high damage to large groups. In this build, the only "nuking" spell you have is Spirit Rift, which you won't do very much because of the energy cost. Spiking is effective in PvP, but not too greatly needed in PvE.
Last is mobility. In PvE, teams move very quickly...most of the time. In Prophecies, the mobs aren't that large and many teams can blast through them pretty quick. By the time you've made sure that you're in range, put up your spirit and started attacking, the team will be almost done with the mob. Now the team is moving on and you now have to wait for your spirit to recharge for you to be most effective. What if you join a PUG with a crazy Elementalist using Firestorm? Your target moves out of range and you have to move away from your spirit to attack, or just stand there. In PvP, it's a similar story. Your enemy sees the spells you are using (since the name pops up everytime they get hit), notices your standing next to a spirit, they take a few steps back and your effectiveness drops.
A spirit spiking build can work, this build just needs to be faster, have more energy, mobility, and a better elite choice. This build can work in PvE, but I'll tell you right now, you will have a tough time getting into those tough areas like FoW or an elite mission with this build.
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Jun 24, 2006, 12:29 AM // 00:29
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#9
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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guess i have to say...
why are you waiting for essence to recharge??? you have 4 other spells to go through... there is no waiting... just use ess4ence whenever it pops up... and if you arent trying to spam rifts at 15e which you should not be because of its slow bloom time for its dmg its merely an in between and clump buster
the rit has a 4 pip energy recharge and 3 or your spiking spells are 5e cost thats a 15e total cost taking around 2-3 seconds to cast (figure in the ocasional faster cast from staff) 2-3 seconds is all it takes to regen 5e with the 4 pips
why be so worried about range and the spirit prime targets in pve and pvp are the healers and casters by getting in range of those to throw down a spirit its very rare to be able walk out of the range of your spirit with the hard targets dancing around you you have at least half agro range to move away from the spirit to gain benefit from them (terain hinders sometimes)
and not to be a jerk but this is a pve builds thread...
and if your commenting on my op with the chain of the skills its completely variable because of the faster cast/recharge from the staff so its mearly a guide not a strict chain further down in my post i made it clear to hit essence whenever it becomes available for the energy return which is completely sufficient to spam almost endlessly your 4 main attack spells...
more questions??? have you tried the build or are you being objective based on how you think it will/wont work??? seriousely though still good comments... and no one has to take my word for this all i say is either try it or dont
also keep in mind you can only que 2 spells at a time and target switching also give people a second between casts
and as far as parties ripping through mobs im bare min at mobs that are 5+ creatures with healers etc... there are very few bugs that know to call targets and attack the same ones...
and effective build is one that works earlier in the game as well as later in the game... granted there are always certain places where build work better and placers where they dont work as well...
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Jun 24, 2006, 01:20 AM // 01:20
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#10
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Rt/
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For one, I agree with the spam. This is a spamming build, not a planned-attack-chain. You pretty much just hit every single nuking spell whenever it pops back up.
I still want to comment on your use of Preservation as your elite, though. While yes, it does only cost 5 energy and outlasts its cooldown, you need to compare it to other binds. Pain, as I pointed out before, has the same cooldown and energy cost. It lasts even longer than Preservation does, AND it gives a slight boost in DPS with its attacks. AND, by using Pain, you'll open yourself up for another Elite that can boost your DPS.
I'm still stuck on Signet of Spirits. In the event that all your cooldowns are down (including Pain...DPS is DPS), just use the Signet and you'll get enough energy back (along with your natural regen) for two more nukes....by then, you'll have nukes available again to have fun with. It's a massively helpful skill (as spamming builds, even with essence strike, will run out of energy) to keep your energy up high.
I'm still reading for comments, but that's just something I immediately saw.
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Jun 24, 2006, 02:30 AM // 02:30
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#11
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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you are correct, this was just my chosen use since i personally choose to have a heal spell that casts fast and quick recharge along with its added bonus for removing conditions which requires rstoration, i only use 1 sup rune at a time with my build so that gives me 16 chan 13 resto for a 75 hp heal with a condition remover
id have to sacrifice my heal to get pain out since pain requires communing and is not a longer lasting spirit with the base 1 comuning...plus ive come to enjoy the random heal from preservation at 101 heal every 4 seconds for 60 seconds which typically heals me most because im on top of the spirit and hits the other casters in my group because they are nearby...
this is also why i use a chan req staff for my added dps... i personally find more benefit in my build with a self sufficiant heal and the random heals from my preservation spirit...
there really isnt a decent channeling elite for dmg without having to be smack dead in the middle of melee (grasping was, and it takes away my faster casting recharge from staff) and signit would only return me 7-8? energy at 16 chan because i only use 1 spirit
i just cant curve myself to leave healing ability behind and if i were to i would take another dmg spell... which btw after the 5 spells i have chosen there really arent any other good ones... though i may try clamor of souls when i decide to cap it then id swap preservation fro destruction...
that actually may be pretty fun to tell the truth...
may try to tonight drop either channeled strike or rift for clamor of souls swap preservation for destruction
though pain is a nice long lasting spirit for my single spirit build a spirit that does continuous dmg will draw some agro and i want my spirit to stay alive
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Jun 24, 2006, 07:46 AM // 07:46
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#12
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Um, alright then. I'll answer some questions.
You are waiting for Essence to recharge because of this:
Quote:
Originally Posted by sinican
essence/burn/gaze
essence/channeled/rift
essence/burn/... etc
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Then you say
Quote:
Originally Posted by sinican
YOU ALWAYS HIT ESSENCE as soon as it recharges this is you chain without essence being hit as soon as it recharges you run out of enrgy
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with your 20/20 staff your spells will be casting faster most of the time and recharging faster...
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From your op, it sounds like you plan on using Essence much more than will actually happen because it looks to me like you plan on Essence starting your attack sets. Then you seem to say, which is kind of unclear with how it is written, that you have to hit Essence whenever it is recharged, which says to me that aside from Essence starting every attack set that should it ever be recharged during battle (because of the staff mods), to use it. Now, if the idea is to start with Essence and cast your other spells until Essence Strike recharges, then write it that way because the way it is written is apparently unclear (judging from your reaction to my comments), at least to me.
Next, you ask:
Quote:
Originally Posted by sinican
why be so worried about range and the spirit prime targets in pve and pvp are the healers and casters by getting in range of those to throw down a spirit its very rare to be able walk out of the range of your spirit with the hard targets dancing around you you have at least half agro range to move away from the spirit to gain benefit from them (terain hinders sometimes)
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Like I said earlier, what if someone in your group brings Firestorm or Chaos Storm or something like that, it happens often. Those soft targets will run away from you and since your are only in range of the target, they will leave your range. Ok, say this doesn't happen in your group. But what does happen is that those hard targets that are "dancing around you" will be attacking the casters behind the warriors. The instinct of most casters is to run, especially from those lvl 24 and 28 mobs in Cantha. The enemy monks may run outside of your aggro to heal their warriors depending on the direction he has to run to chase the other casters in your group. Also, say you've killed the monks and other casters in the enemy mob and now you have to kill the enemy warrior that is chasing one of your teams caster. Who's to say that they won't run out of your aggro bubble. What about patrols that pass close to your team that the warrior has decided to meet before they can get the jump on your team? This happens a lot. More than likely, this will happen outside of your aggro bubble and you will have to wait for Preservation to recharge. That's why I worry about the range.
Next, who ever said this was a PvE only board. Last I saw, this was a Ritualist build board and the build submission thread looks like this:
Quote:
Originally Posted by KvanCetre
Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
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Welcoming discussion of all builds both PvE and PvP, so back up, I'm only commenting on your build. And anyway, since your build didn't specify, I brought up both PvP and PvE concerns.
Next you ask
Quote:
Originally Posted by sinican
have you tried the build or are you being objective based on how you think it will/wont work???
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Not that it matters or is any of your business, yes I have tried a build very similar to this one. I have a friend who uses a Ritualist too and when we PvE together, he'll do the Ritual Lord spirit build while I do this spirit/Channeling spike build. Mine is similar except I use Pain and Spirit Siphon and I still run out of energy if I'm not careful let alone being able to spam Spirit Rift. I'm not saying that this build is not effective, what I am saying is that this build is not a great one. I would rather take an Air Elementalist or fast cast air spike Mesmer over this build; the conditional damage, speed, and lack of mobility of this build make it subpar when compared to another spiker. This build as it stands can't compete. This is also regardless of the point that I also brought up earlier that spikers are not used often in PvE, the Fire Elementalist, SS Necro, and Barrage Ranger are used in PvE, not the spikers. So, I'll rephrase, how can this build replace any other non healer caster in PvE?
Last is a response to your comment:
Quote:
Originally Posted by sinican
and as far as parties ripping through mobs im bare min at mobs that are 5+ creatures with healers etc... there are very few bugs that know to call targets and attack the same ones...
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What I think you're saying is that PUGs won't blast through mobs very fast because no one will be attacking the same enemy, right? The enemy mobs, especially in Tyria are pretty small, and between the time it'll take you to get set up to start attacking (wanding to make sure you're in proper range and three second cast for Preservation), your group will be well on their way to killing the mob without your help. Mob fights don't last very long at all, even when I play a Shelter/Union Rit in FoW, sometimes mobs are dead before Shelter is recharged and that's with Ritual Lord. PUGs may not attack the same target all the time, but that only becomes a problem when the mob is especially hard and everyone has to focus on the healers (take the Thirsty River mission with the Priest and Monk boss together, if people don't attack the monk enemies, they will outheal most players long enough for those Concussion Shot Rangers and resurrection time to be a problem) and taking the mob down one by one makes the battle longer. Otherwise, mobs go down pretty fast, even with everyone doing their own thing. Mobility and speed are a big BIG problem with this build. I used my build in Gyala Hatchery and even with the size of mobs there, I wished I had brought Soul Twisting or at least Draw Spirit so I could stay in the fight longer.
Don't sell your build short, it is far from being a simple spiker.
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Jun 24, 2006, 01:37 PM // 13:37
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#13
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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you reallize that you arent being constructive to the thread and that you are just picking apart my posts...
there isn't much more i can comment to you carbajac without this turning into a flaming thread...
thanks for your comments
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Jun 24, 2006, 02:32 PM // 14:32
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#14
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Forge Runner
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Don't label the name spiker unless you can do more than half of the target's hp at the same sec.
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Jun 24, 2006, 03:17 PM // 15:17
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#15
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Vermilion Okeanos
Don't label the name spiker unless you can do more than half of the target's hp at the same sec.
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really i must have missed that in the "rules" somewhere... and duh rift followed by channelled while holding an item will spike 200+ dmg at the same exact moment(how many "spiker" builds can do that???.. rift/gaze will as well... but thanks
damn troll... you people really are rediculous... whats the matter did you have to be heard.. feel unimportant unless you put in you 1.5 cents
Seriousely how exactly was your post needed or any bit constructive to the thread?
Last edited by sinican; Jun 24, 2006 at 03:23 PM // 15:23..
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Jun 24, 2006, 08:42 PM // 20:42
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#16
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Ok fine, this is the last thing I'll say. As for picking apart your posts...you asked questions which I answered. As for my other comments, I'm only commenting on the build: your skill choices and use of the build. You yourself even praised the comments made on the build, address those instead of becoming defensive, my comments are not an attack on you.
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Jun 24, 2006, 10:25 PM // 22:25
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#17
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by carbajac
Um, alright then. I'll answer some questions.
You are waiting for Essence to recharge because of this:
Then you say
From your op, it sounds like you plan on using Essence much more than will actually happen because it looks to me like you plan on Essence starting your attack sets. Then you seem to say, which is kind of unclear with how it is written, that you have to hit Essence whenever it is recharged, which says to me that aside from Essence starting every attack set that should it ever be recharged during battle (because of the staff mods), to use it. Now, if the idea is to start with Essence and cast your other spells until Essence Strike recharges, then write it that way because the way it is written is apparently unclear (judging from your reaction to my comments), at least to me.
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yup im not the best at writing what i mean all the time... the build works fine by simply using essence as your 1st or second spell after the spirit is set then using all the other spells using mainly the low energy spells untill essence is available again if by the time you have gotten through brun/gaze/channeled and essence still isnt ready burn should be again and if not use rift... the function of the build is just to use essence every single time it is available and try not to expend yourself by casting rift all the time, rift for me is only there in the event that all my other spells are still recharging then i use rift so not to have a break in attacking or otherwise i will place rifts strategically to break up groups then rely on my essence through channeled strike.
Quote:
Next, you ask:
Like I said earlier, what if someone in your group brings Firestorm or Chaos Storm or something like that, it happens often. Those soft targets will run away from you and since your are only in range of the target, they will leave your range. Ok, say this doesn't happen in your group. But what does happen is that those hard targets that are "dancing around you" will be attacking the casters behind the warriors. The instinct of most casters is to run, especially from those lvl 24 and 28 mobs in Cantha. The enemy monks may run outside of your aggro to heal their warriors depending on the direction he has to run to chase the other casters in your group. Also, say you've killed the monks and other casters in the enemy mob and now you have to kill the enemy warrior that is chasing one of your teams caster. Who's to say that they won't run out of your aggro bubble. What about patrols that pass close to your team that the warrior has decided to meet before they can get the jump on your team? This happens a lot. More than likely, this will happen outside of your aggro bubble and you will have to wait for Preservation to recharge. That's why I worry about the range.
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first thing here is it is hard for any build to compensate for idiot players if the tanks cant keep agro then yea it hurts all the casters not just this build and if some moron is running all over creation away from the group they not only are screwing themselves from being assisted in getting agro off them but they also end up agroing other groups and running away from the healers...
as far as firestorm and such they dont tend to run far enough to take you to far from your spirit (terain hindering might) none the less playing any build takes some common sence from the player all players need to have a little inteligence to do what will work for them meaning if they are in a group with casters using firestorm and such it would be a better idea for them to get a little closer to the mob so to ensure they dont run out of your spirit range or to make sure that terain is not going to cause you headaches...
Quote:
Next, who ever said this was a PvE only board. Last I saw, this was a Ritualist build board and the build submission thread looks like this:
Welcoming discussion of all builds both PvE and PvP, so back up, I'm only commenting on your build. And anyway, since your build didn't specify, I brought up both PvP and PvE concerns.
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i have not experimented with this build in pvp, because personally i dont think the fundamentals of the build would work for pvp period... this build is more about laying on the presure to single targets in pve where more predictable situation occur where as in pvp people use all kinds of variations and unique builds...
so... this build was for pve... as far as the build submission... i really wasnt interested in submitting a build more was just putting it out there for all to see because i do not consider myself an expert at assorted builds... i just wanted to post what i had and what is working
Quote:
Next you ask
Not that it matters or is any of your business, yes I have tried a build very similar to this one. I have a friend who uses a Ritualist too and when we PvE together, he'll do the Ritual Lord spirit build while I do this spirit/Channeling spike build. Mine is similar except I use Pain and Spirit Siphon and I still run out of energy if I'm not careful let alone being able to spam Spirit Rift. I'm not saying that this build is not effective, what I am saying is that this build is not a great one. I would rather take an Air Elementalist or fast cast air spike Mesmer over this build; the conditional damage, speed, and lack of mobility of this build make it subpar when compared to another spiker. This build as it stands can't compete. This is also regardless of the point that I also brought up earlier that spikers are not used often in PvE, the Fire Elementalist, SS Necro, and Barrage Ranger are used in PvE, not the spikers. So, I'll rephrase, how can this build replace any other non healer caster in PvE?
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thing here is that i dont spam rift i only have it in there for seldom and strategic placement when my other spells are recharging... the staff helps tons and i dont find myself running out of energy i have +10+5 from staff and +5 from armor giving me a flat 50 energy i use preservation for my own desire of having restoration instead of channeling both are feasable and dont affect the dmg aspect of the build any differently (other than pain does dmg and preservation heals dmg)
Quote:
Last is a response to your comment:
What I think you're saying is that PUGs won't blast through mobs very fast because no one will be attacking the same enemy, right? The enemy mobs, especially in Tyria are pretty small, and between the time it'll take you to get set up to start attacking (wanding to make sure you're in proper range and three second cast for Preservation), your group will be well on their way to killing the mob without your help. Mob fights don't last very long at all, even when I play a Shelter/Union Rit in FoW, sometimes mobs are dead before Shelter is recharged and that's with Ritual Lord. PUGs may not attack the same target all the time, but that only becomes a problem when the mob is especially hard and everyone has to focus on the healers (take the Thirsty River mission with the Priest and Monk boss together, if people don't attack the monk enemies, they will outheal most players long enough for those Concussion Shot Rangers and resurrection time to be a problem) and taking the mob down one by one makes the battle longer. Otherwise, mobs go down pretty fast, even with everyone doing their own thing. Mobility and speed are a big BIG problem with this build. I used my build in Gyala Hatchery and even with the size of mobs there, I wished I had brought Soul Twisting or at least Draw Spirit so I could stay in the fight longer.
Don't sell your build short, it is far from being a simple spiker.
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all builds take the comon sence factor if you have a 4+ man group vs a single enemy it of corse would be unwise to plant a spirit since simply spamming your spels without a spirit should be plenty of dmg with the support of your party to take out the mob... players should learn to play their prefered builds energy efficiant and semi defensively... there is no strict timing involved in this build you can lay or not lay your spirit you can essence/rift or rift/essence or any combination that will work for the particular mob you are attacking... the same attack order that worked for one mob will not work for all mobs this is why players need some sort of learning curve and it is good for players to play the build they are most comfortable with... because if they cant perform their on strategical play it doesnt mater what build they play with because they will all suck...
i cant make up for ignorance or stupidity... i dont think any build can... and i appologize for being beligerant i was overall getting frustrated...
it just all comes down to how good of a player you are vs how good your build is... and i do think this build is extremely easy to use considering there is no required order of casting to make it work there are just certain aspects of the build that make it work BETTER... like making sure you place a spirit and not getting run out of range of it and making sure you try not to spam the 15e spell and using the spell that is going to give a return to energy so you can continue casting other spells without running dry.
otherwise again, not getting a spirit up will not break the build you can still do dmg and can repeated cast if you pace yourself while waiitng for the chance to relay that spirit... essence is needed to keep enrgy up but is not required because yes ull have to wait after running dry but 5e is not hard to get back with a 4pip energy regen
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