Aug 08, 2006, 12:28 AM // 00:28
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#1
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Krytan Explorer
Join Date: Jan 2006
Location: Ontario, Canada
Guild: Kingdom of Tyria [KoT]
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Idea for a Rit build
I wasn't really sure where to put this thread...sorry if posted in the wrong area.
I just made a new PvE Rit yesterday, and today I walk up to a skill vendor. As I browse, I notice a skill called Doom. I thought maybe this skill could make a half-decent spike skill, since the damage is based on recharging Binding Rituals (long recharge times) and Doom has only an 8 sec recharge.
Has anyone tried out a build like this before? I did a forum search and found nothing, also checked Wiki, and again found nothing.
I figured there would be like 4 or 5 Rits that would all drop spirits that don't affect the whole team (things like Pain, Bloodsong and other spirits that can attack). One or two of those Rits would carry Reccuperation and other party-aid spirits to benefit the team. With damage from spirits putting pressure on the other team, the Rits should have a little more wiggle room as far as focusing on battle rather than survival. With all those sprits recharging for a while, each Rit can launch off a couple, or even a few Dooms at a specified enemy, just like an Air spike.
The team could also maybe have a monk or two obviously to keep the party alive, and if there is still an 8th spot open, I dunno what could go there. Perhaps an Echo Mending Frenzy Tank???
So, there you have it, a purely conceptual and untested build.
Feel free to nitpick, discuss, or improve upon it.
Last edited by Canadian Bacon; Aug 08, 2006 at 12:31 AM // 00:31..
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Aug 08, 2006, 12:33 AM // 00:33
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#2
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Wilds Pathfinder
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Only one spirit of each type can be used.
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Aug 08, 2006, 12:36 AM // 00:36
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#3
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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The above is correct. Also, relying on unpredictable AI turrets do deal your damage is generally a bad move in PvP.
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Aug 08, 2006, 12:45 AM // 00:45
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#4
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Krytan Explorer
Join Date: Jan 2006
Location: Ontario, Canada
Guild: Kingdom of Tyria [KoT]
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Quote:
Originally Posted by Wasteland Squidget
The above is correct. Also, relying on unpredictable AI turrets do deal your damage is generally a bad move in PvP.
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True...I forgot about the 1 spirit thing lol.
So, you won't have like 5 Pains blasting away, but that wasn't the central idea anyway. The massive spirits were just meant to create a bit of annoyance for the enemy, really.
Even with the spirits dieing to replace each other, the casters would all still be recharging, wouldn't they? So Doom would still work?
I have basically no experience with PvP, so I really don't know what I'm talking about, lol.
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Aug 08, 2006, 02:44 AM // 02:44
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#5
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Frost Gate Guardian
Join Date: Feb 2006
Profession: W/N
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Just mix 2 Ritualists into a rainbow spike
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Aug 08, 2006, 07:08 AM // 07:08
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#6
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Ascalonian Squire
Join Date: Dec 2005
Location: france
Guild: [Ci]
Profession: Me/
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Rt are useless at anything else but spirit spamm, and 1 Rt is enough for that.
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Aug 08, 2006, 05:16 PM // 17:16
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#7
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Wilds Pathfinder
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I've always wanted to play with 3 ritualists in some sort of a spirit synergy build which takes advantage of some of the interesting effects of spirit dependent skills. Problem is that none of the "synergy skills" are worth running multiple ritualists.
Other than spirit spamming, which is much like old bonding builds, everything a ritualist wants to do is done better by an elementalist or monk.
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Aug 11, 2006, 05:10 AM // 05:10
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#8
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Frost Gate Guardian
Join Date: Apr 2006
Location: STALKER!
Guild: The Creed (BOSS)
Profession: Rt/Mo
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Quote:
Originally Posted by Lena A
Rt are useless at anything else but spirit spamm, and 1 Rt is enough for that.
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THAT right there is NOT true. A double vengeane Ritualist can take out the whole opposing team if distributed correctly. and if the other team has no monk. Lena, i sure hope you have some experienc with a Ritualist beofre saying this.
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Aug 11, 2006, 08:08 AM // 08:08
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#9
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by HaloGrunt
THAT right there is NOT true. A double vengeane Ritualist can take out the whole opposing team if distributed correctly. and if the other team has no monk. Lena, i sure hope you have some experienc with a Ritualist beofre saying this.
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Vengance rits don't kill anything unless the other team's monks are braindead half-awake monkeys banging their heads on the keyboard. Remember, we are discussing GvG here, not random arenas.
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Aug 11, 2006, 06:23 PM // 18:23
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#10
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by Lena A
Rt are useless at anything else but spirit spamm, and 1 Rt is enough for that.
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Not completely true.
If you want a single ritualist in your build, the Rit lord/Communing template is obviously the best, but for a second one, a Restoration rit actually becomes viable, especially in HA.
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Aug 11, 2006, 06:47 PM // 18:47
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#11
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Wilds Pathfinder
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What backline would run 2 ritualists? Is it a 4 man line: 2-monks, 2 rits or a 3 man line with a single monk? While I could see a second rit in a holding build with 4 defensive players, the idea is completely and totally unappealing to a non-ha player.
If you are suggesting a 3 man backline, I would be incredibly interested in how you make that work.
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Aug 11, 2006, 10:10 PM // 22:10
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#12
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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You see 2 rits in some NR/Tranq builds in HA, running 4 man backlines.
I've seen some 2 rit 1 monk builds in GvG on observer a while ago (rank 80ish guild), but didn't really pay attention how well it actually worked and what skills were used...
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Aug 14, 2006, 03:27 PM // 15:27
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#13
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Academy Page
Join Date: Apr 2006
Guild: Drunks Really Know Nothing [DRKN]
Profession: W/
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Regarding the OP, a Doom spike is relatively unfeasable. At 13 Spawning Power you need roughly 4 recharging spirits to max out Doom damagewise. At 135 damage/Doom, you would need probably 5 spikers to assure yourself of a kill. Five spikers with four unique recharging spirits is twenty binding rituals. There are only 15 binding rituals available to a ritualist.
Now with that in mind, I suppose you could crank the Spawning power up to 16 maybe and get a way with 3 recharging spirits per spiker. Then you could get every single binding ritual on the field, but you sacrifice the power of the spirits you're placing and the overall utility of each spiker beyond being a Doom-bot.
My suggestion if you want to spike with ritualists, would be took look at the channelling line. A channelled strike to essence strike spike is somewhat effective, but easily countered spike.
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