Mar 24, 2006, 08:08 AM // 08:08
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#2
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Ascalonian Squire
Join Date: Mar 2006
Location: Mizzou
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I'm not sure if expertise affects ritualist rituals or if it is only ranger rituals. Something to test out.
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Mar 24, 2006, 08:16 AM // 08:16
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#3
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Good concept, but I'd say go with 12 Communing and 11 Channeling, get access to all sorts of juicy spirits, and have just enough attribute points left to get to the necessary 7 Expertise. After all, are you really going to run out of energy casting Binding Rituals? :-P
Oh, Boots? Expertise should affect Binding Rituals, yes. They're not Spells, Hexes, or Enchantments, and thus fall into Expertise's realm.
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Mar 24, 2006, 11:25 AM // 11:25
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#4
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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The reason for the high Expertise attribute is to reduce the cost of the spirits, not to meet the requirements of Oath Shot.
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Mar 24, 2006, 11:30 AM // 11:30
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#5
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Jungle Guide
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Yup i totally predict spirit-spamming to be big until they come up with a nerf.
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Mar 24, 2006, 01:05 PM // 13:05
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#6
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Academy Page
Join Date: Dec 2005
Location: napping some where in Snake Dance
Guild: The Alliance of the Dark Gate
Profession: W/Mo
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and we all know anet likes to nerf..... they are evil. its the evil monks agian
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Mar 24, 2006, 06:49 PM // 18:49
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#7
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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The Search Nazi?
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Mar 25, 2006, 01:21 AM // 01:21
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#8
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Frost Gate Guardian
Join Date: Feb 2006
Location: Ireland
Guild: [LS]
Profession: Mo/Me
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Hey when spirit spamming was out first i was a pvp noob basically, so never understood how it worked, can anyone tell me?
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Mar 26, 2006, 09:40 AM // 09:40
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#9
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Site Contributor
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Quote:
Originally Posted by LaserLight
Good concept, but I'd say go with 12 Communing and 11 Channeling, get access to all sorts of juicy spirits, and have just enough attribute points left to get to the necessary 7 Expertise. After all, are you really going to run out of energy casting Binding Rituals? :-P
Oh, Boots? Expertise should affect Binding Rituals, yes. They're not Spells, Hexes, or Enchantments, and thus fall into Expertise's realm.
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The high expertise is for the spirits - most of them cost 15e with some of them costing 25e. It's impossible to keep up a constant stream of 15e spirits for too long as a ranger with 3 pips of energy.
As for the channeling, I don't really see many skills that'd contribute to what this guy is trying to do.
Quote:
Originally Posted by Electric Death
Hey when spirit spamming was out first i was a pvp noob basically, so never understood how it worked, can anyone tell me?
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Spirit spamming was a bunch of rangers with oath shot, littering the entire battlefield with spirits (you could have tons of copies of one spirit). This build tries to do the same thing. Some of those spirits will kill themselves off quite quickly, so it eliminates some of the redundancy from casting pre-existing spirits.
Quote:
Originally Posted by Wretchman Drake
The Search Nazi? :O
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I guess you've never watched Seinfeld and the hilarious soup nazi episode
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Mar 28, 2006, 01:13 PM // 13:13
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#10
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Academy Page
Join Date: Jul 2005
Location: Canada
Guild: Servants of Fortuna
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Hey Loc,
Seems like a solid build, and until ANET whips out the nerfing stick, could be a very strong build in HA. Like you said, it would be great for holding, but it does lack offense... but who cares! The defensive possibilities are great But could one afford to fit this in a build? Would the standard 3 monk build in HA be replaced by a 2 Mo 1 Ri team? Or would you have 3 Mo and a Ri?
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Mar 29, 2006, 02:03 AM // 02:03
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#11
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Lion's Arch Merchant
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I prefer Ritual Lord with a rit primary to oath shot spam at 12 spawning I think it's 60% faster, which with most spirits is near 30-20 second recharge, similar oath shot. In the end you come out with stronger Rituals and you don't have to worry about missing, or having someone their to hit, and it allows you a differant secondary and allows you to carry rit spells.
However, you do have to drop one spirit in place of Spirit Boon, or whichever enchant gives you energy for making spirits. Just throwing the option out there.
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Mar 30, 2006, 08:34 AM // 08:34
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#12
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Frost Gate Guardian
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definitly Ritual Lord, and I'd probably go for 16 spawn, 13 communing, cause you get 10 recharge of spirits as apposed to 20, and only a little bit less total hp on the spirits.
Plus some of the spawning power skills are great monk support. Feast of Souls anyone? Also, boon of creation will keep your mana flowing.
Can't wait to try this, looks to me like the key is staying out of the fight, far behind the monks.
Probably better in GvG then HA.
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Mar 30, 2006, 05:47 PM // 17:47
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#13
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Problem with this idea is two-fold.
One, if the spirits don't already die when a new version of it is cast, expect that to change.
Two, as far as I can tell, the Rit spirits can still bodyblock. Expect that to change.
These aren't nerfs that will be coming. They're just making sure Rit spirits behave like Ranger spirits.
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Mar 30, 2006, 09:47 PM // 21:47
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#14
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Would've thought bringing Pain into the build would be nice too? I never really checked them out though in that preview so i dunno what stats they all use.
Btw, is it just me who finds Disenchantment a little bit lame?
Rend Enchantments, remove upto 9 i think and take damage for monk ones (the main enchantments you remove)
Disenchantment, spams remove enchantment every other second removing about 4 enchantments by the time anyones even realized its there.
Talk about the end of bonding but this spirit really is lame. Its almost as bad as Wanderlust where the moment you stop to do something your on your arse.
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Mar 30, 2006, 10:18 PM // 22:18
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#15
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Jungle Guide
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Quote:
Originally Posted by Evilsod
Would've thought bringing Pain into the build would be nice too? I never really checked them out though in that preview so i dunno what stats they all use.
Btw, is it just me who finds Disenchantment a little bit lame?
Rend Enchantments, remove upto 9 i think and take damage for monk ones (the main enchantments you remove)
Disenchantment, spams remove enchantment every other second removing about 4 enchantments by the time anyones even realized its there.
Talk about the end of bonding but this spirit really is lame. Its almost as bad as Wanderlust where the moment you stop to do something your on your arse.
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rend enchant ments is a one time skill for a single target with 30 sec recharge
disenchant is much better as a constant source of enchant stripping
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Mar 30, 2006, 10:41 PM // 22:41
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#16
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Thats my point. Rend strips plenty (basically all) enchantments once every 30 seconds. Disenchantment is just pure spamming remove enchantment. It really does make skills like Rend, Strip, Shatter, Drain etc useless as enchantment removals techniques. (i relize that isnt the main use for half of them)
It just seems too overpowered for a non-elite skill.
As i said, the only thing that ends bonding quicker than this spirit would be Natures Renewal (and killing the bonder of course :P)
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Mar 30, 2006, 10:53 PM // 22:53
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#17
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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im still a little hesitent to run builds with spirits, what with all of the new spirit killing skills (unnatural sig and spirit walk come to mind) will make short work of any harmful spirits, sure it buys time making it so the other team pretty much has to kill your spirits, but it still seems pretty ify, im sure it will be great for hoh, but for gvg, against a flexable build, you wont be doing so hot.
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Mar 31, 2006, 05:44 AM // 05:44
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#18
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Perfectly Elocuted
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Quote:
Originally Posted by zoozoc
im still a little hesitent to run builds with spirits, what with all of the new spirit killing skills (unnatural sig and spirit walk come to mind) will make short work of any harmful spirits, sure it buys time making it so the other team pretty much has to kill your spirits, but it still seems pretty ify, im sure it will be great for hoh, but for gvg, against a flexable build, you wont be doing so hot.
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General mesmer opinion (at least at this site) of Unnatural sig is pretty low...
I think a spirit build is much more flexible than people give it credit for. Course with the little exp I did have, I can't really say. But I imagine that GvG and HoH will be mixed up for a bit while people settle into a new metagame.
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Mar 31, 2006, 01:19 PM // 13:19
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#19
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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It would depend what spirits you were using, i could see there been a new wave of IWAY noobs with an W/Rit or a N/Rit in there.
Spam disenchantment or Wanderlust (now they cant really use Tainted+order of vamp so they lose an elite) and you've pretty much wasted all bonding attempts and all casting attempts.
It seems Unnatural Signet is much worse than i first thought too, read it takes 5-6 casts to kill a single spirit which really is a waste of time,
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Mar 31, 2006, 08:13 PM // 20:13
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#20
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Perfectly Elocuted
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Quote:
Originally Posted by Evilsod
It seems Unnatural Signet is much worse than i first thought too, read it takes 5-6 casts to kill a single spirit which really is a waste of time,
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That's the general opinion....Not to mention that you have to be standing still that whole time.
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