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Old Oct 18, 2006, 01:34 AM // 01:34   #1
Wilds Pathfinder
 
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Default (6-Man) "Spiritual Smash"

Here is the idea

1. Shock Axe Warrior

16 Axe Mastery
13 Strength

Shock
Eviscerate
Executioners Strike
Distracting Blow
Bulls Strike
Frenzy
Sprint
Res Sig


2. Chaneller

16 Chanelling
13 Spawning

Essence Strike
Spirit Burn
Gaze From Beyond
Chanelled Strike
Spirit Rift
Destruction
Attuned Was Songkai
Res Sig


3. Chaneller

16 Chanelling
13 Spawning

Essence Strike
Spirit Burn
Gaze From Beyond
Chanelled Strike
Spirit Rift
Painful Bond
Attuned Was Songkai
Res Sig


4. Spirit Lord

16 Communing
13 Spawning

Boon Of Creation
Bloodsong
Pain
Shadowsong
Dissonance
Ritual Lord
Brutal Weapon
Res Sig


5. Mo/Me: Blessed Light


6. Mo/Me: RC Prot



This build is constant DPS, with a Spiking Warrior. The Ritualists give constant damage, while the Warrior dishes out major damage in the form of solo spikes.

The Chanellers stay near the Spirits, and work with the Warrior to take down targets. They base Ancestors Rage on the Warrior, and use Painful Bond on the targets of the spirits.


What do you guys think?

Last edited by Dodo The Extinct; Oct 18, 2006 at 10:41 PM // 22:41..
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Old Oct 18, 2006, 01:58 AM // 01:58   #2
Frost Gate Guardian
 
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no attribute points, no monk builds. I rekon this might get closed.
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Old Oct 18, 2006, 12:00 PM // 12:00   #3
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you forgot a slight thing about channelers attribs; 12 (+4) channeling - 11 (+1) spawning power means you have 23 attribute points left, you can put 13 spawning power

although a few interrupts (secondary on rts maybe?) would be nice, I like it. would like to see it for real.
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Old Oct 18, 2006, 07:26 PM // 19:26   #4
Wilds Pathfinder
 
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Thanks for the Rune tip

Anyways, yea, this build does lack alot of inturrupts. I was thinking of swapping Bulls Strike on the Warrior for Distracting Blow, but I`m just not sure.

This build is decent though. I tried it out yesterday, and it went better than I expected. We took down a couple guild groups.

Last edited by Dodo The Extinct; Oct 18, 2006 at 10:50 PM // 22:50..
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Old Oct 18, 2006, 09:03 PM // 21:03   #5
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I will never understand why you'd put 9 into air magic on a shock axe. The extra dmg is not that important imo and you lose the ability to put points into tactics.
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Old Oct 18, 2006, 09:35 PM // 21:35   #6
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What do you want tactics for?
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Old Oct 19, 2006, 03:43 PM // 15:43   #7
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Shields up?
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Old Oct 19, 2006, 05:14 PM // 17:14   #8
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Extra Damage?...it's for the energy...
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Old Oct 19, 2006, 05:47 PM // 17:47   #9
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I don't like the 16/13 attribute distribution.

There is very few skills that offers a big difference between 15 and 16. However, about 1/3 of all the skills in game have a cut off point from 13 to 14.

15/14 is the best
15 = 12 + 1 + 2
14 = 12 + 2

You get 5 more hp than 16/13, and not losing a single attribute level.
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Old Oct 22, 2006, 03:18 PM // 15:18   #10
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^Agreed^
Great build, looks like high, ranged, pressure DPS with spike potential. Also, I noticed your ritualists have no secondary. I'd get rid of spirit rift (delay and kiting makes it unreliable) and channeled stirke (recharge isn't worth the casting time) in exchange for some utility, like wards or heal party. You could then run a 11 (15) channel, 10 (11) spawn, and 10 earth/heal/restoration, or 11 (15), 11 (12), 8 split.
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