Jul 13, 2006, 09:21 AM // 09:21
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#1
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Academy Page
Join Date: May 2006
Guild: Diversionary Tactics[DT]
Profession: R/
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Rit Spike/Pressure
http://gwshack.us/7f69e its 5:20 and i had no sleep yesterday so i'll type out how it works later though it should be self explanatory pretty much.
Only thing i didnt plan out was monk bars so they may be switched around.
tell me what you think/suggestions
Last edited by Unknown Magics; Jul 13, 2006 at 09:27 AM // 09:27..
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Jul 13, 2006, 09:44 AM // 09:44
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#2
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by Unknown Magics
http://gwshack.us/7f69e its 5:20 and i had no sleep yesterday so i'll type out how it works later though it should be self explanatory pretty much.
Only thing i didnt plan out was monk bars so they may be switched around.
tell me what you think/suggestions
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Its A Nice Idea, but Spirit Rift is Weaksauce for spikes
Once you see that ball pop up, you spend a second running to the side, poof, no damage done
Not to mention , the Infuser+Prot Monk will see the spike a mile off
If you want to Rit Spike, Its gotta be Channeled Strike, or Doom
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Jul 13, 2006, 07:58 PM // 19:58
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#3
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Academy Page
Join Date: May 2006
Guild: Diversionary Tactics[DT]
Profession: R/
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and yah this is why i need to explain how it works. For the most part you will sit there and pressure with just straight Explosive growth and a few other spells. Then foes and grasping earth will keep the people you need close. Spirit rift isnt exactly a well know skill and neither is cruel. So you spirit rift then drop cruel in time with it since spirit rift doesnt do any damage until 3 seconds i doubt anyone other than rits will notice it. Plus altar maps are all yours because they have to cap the altar at some point or in HoH when everyone is balled up around it. And after the main spike, explosive growth and spirit rift will help you finish them off though i need to add a frozen soil. Also i intend to create a rather large area with the spirit rifts in order to catch them in it even if they move + because of the slow downs they wont exactly be able to. You could even fake spike with shadow shroud or icy veins then hit the people near them.
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Jul 13, 2006, 09:16 PM // 21:16
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#4
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by Unknown Magics
and yah this is why i need to explain how it works. For the most part you will sit there and pressure with just straight Explosive growth and a few other spells. Then foes and grasping earth will keep the people you need close. Spirit rift isnt exactly a well know skill and neither is cruel. So you spirit rift then drop cruel in time with it since spirit rift doesnt do any damage until 3 seconds i doubt anyone other than rits will notice it. Plus altar maps are all yours because they have to cap the altar at some point or in HoH when everyone is balled up around it. And after the main spike, explosive growth and spirit rift will help you finish them off though i need to add a frozen soil. Also i intend to create a rather large area with the spirit rifts in order to catch them in it even if they move + because of the slow downs they wont exactly be able to. You could even fake spike with shadow shroud or icy veins then hit the people near them.
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The Monks will still see the spike coming several miles off however
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Jul 17, 2006, 11:12 AM // 11:12
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#5
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Krytan Explorer
Join Date: Jan 2006
Location: Just chillin', Playing Gw
Guild: Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA
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Ok, time for a little comment.
1 ) Insufficent condition removals. Mend body and soul wont do the trick.
2 ) Insufficent snaring. Grasping earth won't do anything. I suggest Iron Mist , instead. Then again, you would need a pair of that, or, at least have a more spammable cover hex than you got.
3) Restore rit - Boon of creation when you only have 1 spirit makes it a wasted slot.
4) rit lord - Doom + rit lord.ot a good combination when all your spirits recharge within +/- 13 seconds. Not to mention ifyou would add WoQ there.
5) Spirit burn + Spirit burn strike. There must be a good afterspike. those 2spells,however ,are used on only 2 rits. 280 damage... simply aint good. + it doesnt ignore armor. Or, you might thought of daoshen as secondary spike, but imo, you would need more snaring to just make all rits run up to their foe.
6) No idea how will you set the attributes. The whole combination is a bit rough.
Nope, i dont see that build working. Or, yet.
P.s. I wish Spirit rift would affect nearby foes, or better, in the area muahaha
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