Jun 07, 2006, 02:22 AM // 02:22
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#1
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Ascalonian Squire
Join Date: Jan 2006
Guild: Clan of the Dark Dragon [CDD]
Profession: R/N
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Rit builds for Fort Aspenwood?
I was wondering if anyone had decent builds for Fort Aspenwood on either kurz or lux sides? So far, I've played both, and I do like playing Kurz a bit more since it's sort of a larger challenge IMHO. Here's my own rit build for kurz aspenwood.
Rt/Me
16 Channeling
10 Communing
10 Spawning
Pain
Bloodsong
Shadowsong
Attuned Was Songkai (Elite, and my energy management)
Painful Bond
Channeled Strike
Spirit Rift
Arcane Echo
Pretty basic. When the seige groups come in through gates, I stand on the inside near the top where the little fence is located and cast my spirits, along with Painful Bond. Works quite well. I try to have AwS on me as much as possible for energy management. For some extra damage I use Arcane Echo + Spirit Rift, then cast the echo'ed spirit rift followed by Channeled Strike, and then spam Rift after that (5 second recharge, wow ). Found it to be great spike damage. I'm just a bit tired of running this same build over and over (sometime's swapping for a simple Resto rit build), sorta want to try something a little more unique.
Any suggestions would be appreciated, and ideas of your own as well.
Last edited by Golden_Mean; Jun 08, 2006 at 11:26 PM // 23:26..
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Jun 07, 2006, 05:30 AM // 05:30
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#2
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Ascalonian Squire
Join Date: May 2006
Guild: vOiD
Profession: E/Me
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I use a similar build, but I cannot stand playing this mission without being able to heal, since I mainly play Luxon. I have something like 16 channeling, 10 communing, 9 restoration, remainder in spawning. Instead of shadowsong and arcane echo, I would use weap of warding and generous ashes to keep me on the battle field. (and keep turtles alive)
Also, i'm not a big fan of painful bond since it costs 15 nrg
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Jun 07, 2006, 09:54 PM // 21:54
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#3
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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Here's another build to try in Aspenwood on the Kurzick side:
12 Beast Mastery
Spread the rest of the points out anyway you like. Channeling or Communing or Spawning or Restoration.
3 Main Skills: Edge of Extinction. Soul Twisting and another spirit to kill off, I prefer Destruction.
Cast Destruction, use Soul Twisting, then run off to one side and cast EoE, then run to other side, cast Destruction, Soul Twisting, and EoE (out of range of the other EoE spirit or you will kill it). Sit back and enjoy.
I used to win over 90% of my battles on the Kurzick side with this build as it takes down the Luxon warriors (and players) rapidly. You will make Minion masters cry on either side... lol.
Do NOT place EoE in the range of Gunther or the other 2 major NPCs. It's a lot of fun to see the +42 dmg go off again and again. Since the Kurzick's rez closer, just running out and dying does 42 dmg to the whole opposing team
Oh yeah, since I'm ranger secondary I typically take Run as One, Storm Chaser, and Doge to run amber (maybe Whirling Defense as well).
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Jun 07, 2006, 10:13 PM // 22:13
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#4
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Frost Gate Guardian
Join Date: May 2005
Guild: Kansas City Hotsteppers [KCHS]
Profession: W/Mo
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Sounds like a neat trick, JoeKnowMo. I'll have to try that.
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Jun 08, 2006, 09:07 PM // 21:07
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#5
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Wilds Pathfinder
Join Date: Apr 2006
Location: In ur base...
Guild: The one true [Hope]
Profession: E/
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I've been having a lot of fun, and good success, with this build:
I'm at work, but I know communing is high, and Spawning and Channeling are moderate, and I have 5 points in Domination.
Rt/Me (Luxon)
Ritual Lord
Boon of Creation
Backfire
Channeled Strike
Shatter Enchantments
Disenchantment
Shelter
Union
First, not nearly enough people bring enchant removal, and Kurziks bond the architect like 80 % of the time.
Mission start:
Kurziks either go for mines or fall back. Either way, Boon, RL, Shelter Union just out of Kurzik Elementalist's range.
Kill mine rushers if needed. Then go for first gate.
Cast Backfire on one of three guards. They all cast, so it doesn't really matter which, but I always go ele because he protects the group. Follow Backfire with Channeled Strike, which gets the ele casting at -67 per spell. A turtle shot and a little wanding and you're in.
Lure assassins out, but don't let them get to you, kite around teammates/Luzon warriors. Once they're dead, go for Ranger. Remember to redrop Shelter/Union as needed.
When you reach the second gate, look for enchantments on one of the guards. Disenchant if needed, and hit the caster with Backfire. It's not deadly with 5 points, but most monks/mesmers WILL NOT cast with it on. Necros are 50/50 and eles never even see it.
Kill Guards, then try to make yourself small. By that, I mean do not attract attention to yourself. This is the hardest part for a squishy, with all the Kurziks and human players who have been waiting for you. Just drop shelter/union in a corner and hit someone with Backfire/Channeled strike. (I find the followup channeled strike can elicit a cast even from a human player).
Once most of the NPCs aere down, focus on the final gate guards/Juggernaut. With the gate open, I drop S/U if needed, target the architect and just tap Shatter enchant to auto run to him and cast. Then I drop Disenchantment. Then I usually die. But my job is done
Run back for another round of S/U and Disenchant if needed. If you get targeted, you'll probably die again, but if most of the Kurziks are involved with your teammates, focus on the architect with everything you have.
gg
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Jun 08, 2006, 11:17 PM // 23:17
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#6
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Ascalonian Squire
Join Date: Jan 2006
Guild: Clan of the Dark Dragon [CDD]
Profession: R/N
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Ah, ty for the nice build responses guys. I especially like yours Joe, something new to try. I'll have to go and cap soul twisting then
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