Jun 08, 2006, 10:51 AM // 10:51
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#2
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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Thanks. Very useful if it actually works and/or doesn't get "fixed"
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Jun 08, 2006, 11:23 AM // 11:23
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#3
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Can't say I've tested it, but it sounds right. And I doubt ANet considers it anything that should be "fixed", as this is the way Ranger spirits (like Quickening Zephyr and Energizing Wind) have stacked since at least release.
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Jun 08, 2006, 11:26 AM // 11:26
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#4
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/retired
Join Date: Dec 2005
Location: On the Beach
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Yep, it works with same concept as stacking hexes,enchants & whatnots.
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Jun 08, 2006, 11:35 AM // 11:35
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#5
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Sweet, what defence rit build do you use TomD22?
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Jun 08, 2006, 11:38 AM // 11:38
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#6
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Wilds Pathfinder
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Good to know, ty
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Jun 08, 2006, 11:47 AM // 11:47
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#7
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Lion's Arch Merchant
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Quote:
Originally Posted by Sagius Truthbarron
Thanks. Very useful if it actually works and/or doesn't get "fixed"
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Yep, it definitly does work - i tested it by getting a guildie to nuke me with the catapault in Isle of the Nameless after putting the spirits up in different orders and compared the damage i took.
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Jun 08, 2006, 11:49 AM // 11:49
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#8
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Lion's Arch Merchant
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Quote:
Originally Posted by RTSFirebat
Sweet, what defence rit build do you use TomD22?
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Our current GvG ritualist build is:
Shelter, Displacement, Union, Shadowsong, Disenchantment, Ritual Lord, Boon of Creation, Flesh of my Flesh. 15 (12+1+2) spawning, 14 (12+2) communing, 3 (2+1) restoration. Fairly standard really.
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Jun 08, 2006, 01:17 PM // 13:17
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#9
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Wilds Pathfinder
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
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As far as I know this works, its how ive been playing Shelter/Union build
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Jun 08, 2006, 02:04 PM // 14:04
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#10
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Ascalonian Squire
Join Date: Jan 2006
Guild: Fellowship of Flanders
Profession: R/E
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What about
Greater conflag + winter
and
winter + greater conflag
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Jun 08, 2006, 02:05 PM // 14:05
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#11
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by Arothar
What about
Greater conflag + winter
and
winter + greater conflag
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Seeing as how they have completely different effects, the order doesn't matter.
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Jun 08, 2006, 02:22 PM // 14:22
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#12
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Wilds Pathfinder
Join Date: Feb 2006
Location: Danbury, Connecticut
Profession: W/Mo
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Quote:
Originally Posted by Arothar
What about
Greater conflag + winter
and
winter + greater conflag
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LOL, what a RANDOM asshole comment. That made my laugh.
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Jun 08, 2006, 02:33 PM // 14:33
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#13
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Jungle Guide
Join Date: Feb 2006
Location: Imagination Land
Guild: I Swear She Was Eighteen [Gwen]
Profession: W/
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This can't be fixed other than keepiong it at shelter > union, or union >s shelter everytime, very nice to no tho
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Jun 08, 2006, 02:38 PM // 14:38
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#14
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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i've always used Shelter-Union in that order. and i've noticed the stacking effects when I recast shelter but not union. good to know.
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Jun 08, 2006, 02:41 PM // 14:41
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#15
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Elite Guru
Join Date: Feb 2005
Location: New England, USA
Guild: Shadow Knights [SK]
Profession: Mo/Me
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Greater Conflag
Create a level 1...8 Spirit. For creatures within its range, all physical damage is
fire damage instead. This Spirit dies after 30...126 seconds.
Winter
Create a level 1...8 Spirit. For creatures within its range, all elemental damage is cold damage instead. This Spirit dies after 30...126 seconds.
That means that if someone does physical dmg, greater turns it to fire dmg, and since fire is elemental dmg then winter turns it to cold. So all physical dmg becomes cold. However, if Winter triggers before Greater conflag then it determines the dmg is physical and ignores it and then greater changes the physical to fire.
Quote:
Originally Posted by dare49devil
LOL, what a RANDOM asshole comment. That made my laugh.
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Quote:
Originally Posted by Kakumei
Seeing as how they have completely different effects, the order doesn't matter.
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I'd suggest researching the skills before you post.
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Jun 08, 2006, 02:41 PM // 14:41
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#16
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Mina Sucks [Blz]
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Quote:
Originally Posted by TomD22
Our current GvG ritualist build is:
Shelter, Displacement, Union, Shadowsong, Disenchantment, Ritual Lord, Boon of Creation, Flesh of my Flesh. 15 (12+1+2) spawning, 14 (12+2) communing, 3 (2+1) restoration. Fairly standard really.
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I still find Disenchant a waste of a slot because it doesnt last long enough to be that useful, i always prefer to bring another spirit or support move
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Jun 08, 2006, 02:59 PM // 14:59
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#17
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by Fate
Greater Conflag
Create a level 1...8 Spirit. For creatures within its range, all physical damage is
fire damage instead. This Spirit dies after 30...126 seconds.
Winter
Create a level 1...8 Spirit. For creatures within its range, all elemental damage is cold damage instead. This Spirit dies after 30...126 seconds.
That means that if someone does physical dmg, greater turns it to fire dmg, and since fire is elemental dmg then winter turns it to cold. So all physical dmg becomes cold. However, if Winter triggers before Greater conflag then it determines the dmg is physical and ignores it and then greater changes the physical to fire.
I'd suggest researching the skills before you post.
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I'd suggest researching the skills before you post
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Jun 08, 2006, 02:59 PM // 14:59
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#18
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Lion's Arch Merchant
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Quote:
Originally Posted by TheYellowKid
I still find Disenchant a waste of a slot because it doesnt last long enough to be that useful, i always prefer to bring another spirit or support move
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I'm not too happy with disenchantment either to be honest. It's too expensive, and it requires me to push too far forwards to place it where it's of most use which is not a good idea seeing as the build this rit is used for has no monks and i'm therefore our primary defense, so i mustn't get into a position where i can be attacked. Due to all this, and the fact i'm usually busy enough with the Shelter-Union-Displacement i don't tend to get a chance to use Disenchantment very much. Although the same arguments might also apply to shadowsong, that only needs to blind attacking wars/assasins really (leaving rangers hiding at the back out of this) and so it can be placed further back where i'm safer. It's also cheaper.
However, disenchant is nice for annoying boon-prots seeing as they rely on enchants, and can help confuse things when we spike as teams often look for enchant removal to see which target is next.
What other spirit might you suggest in that slot though? We tried having vital weapon to put on key people (ie flagger capping) when needed but again i have to come too close to the battle to use it and it didn't seem to achieve very much. I haven't yet tried soothing but vs a warrior-heavy team that could be nice. Has anyone fought with wars against soothing? How annoying did you find it? What else can anyone think of to put in this slot? No damage skills as we're a spike so the rit does not need to contribute damage.
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Jun 08, 2006, 04:36 PM // 16:36
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#19
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Wilds Pathfinder
Join Date: Oct 2005
Profession: Rt/Me
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another useful thing to know about targeting spirits is that spells like soul twisting can be cast on yourself but will affect the last spirit you targeted, which is useful when your trying to consume soul something but cant find your target you just hit f then <insert spirit targeting skill here>.
(dont know if this was posted yet lol so i might just be repeating someone)
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Jun 08, 2006, 08:34 PM // 20:34
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#20
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Lion's Arch Merchant
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Right, i finally tracked down my thread (searching is disabled so it took me a while). Why on earth has it been moved to the pve section of the forum? This information applies to the game in general, although I'm talking personally from a pvp-oriented viewpoint.
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