May 13, 2006, 09:59 AM // 09:59
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#1
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Rt/Me Offensive Spirit Spamming PvP build
This is a Offensive Spirit Spamming build that is meant to disable and annoy opposing players.
Profession: Ritualist/Mesmer
Name: Offensive Spirit Spammer
Type: PvP
Category: Disabling and Annoyance
Attributes:
Communing (12+3+1)
Spawning Power (12)
Inspiration Magic (3)
Skills Set:
1. Soothing (Communing)
2. Pain (Communing)
3. Dissonance (Communing)
4. Shadowsong (Communing)
5. Mantra of Concentration (Inspiration)
6. Boon of Creation (Spawning Power)
7. Ritual Lord {Elite} (Spawning Power)
8. Resurrection Signet (No Attribute)
Summary:
The purpose of this build is to disable the opposing team as only a Ritualist can. Start the battle by casting Boon of Creation, Ritual Lord, and Mantra of Concentration. Then before the opposing warriors get to your team, cast Soothing. Then as the teams meet, cast Dissonance, then Shadowsong, and then Pain. Spread out your spirits to keep them alive in case of AoE skills or spells. Cast Boon of Creation, Ritual Lord, and Mantra of Concentration as you need them. Ritual Lord is nice because you can cast it even in the middle of casting anything else, just like Mantra of Concentration. Continue creating all four spirits as both teams continue to shift their positions.
Notes & Concerns:
A great aspect of this build that I did not expect is that creating the spirits does not trigger Backfire. I suppose it shouldn’t be a surprise, but after playing mainly casters during my time playing Guild Wars, I’ve learned to quickly move my hands away from my number keys as soon as I see that hex pop-up on my screen. In fact the only thing that will trigger it is Boon of Creation.
Pain was chosen because it adds extra damage and it is nice to your energy, you actually gain two extra energy from Boon of Creation. Also, as far as the sprits go, it casts fast and recharges quickly.
With Ritual Lord allowing your spirits to be recharged 63% faster, you should be able to recast your spirits before they die (granted that they haven’t been killed by an enemy player). Even Dissonance, with a life span of 26 seconds, is recharged before it dies.
Energy is not as big a problem as I had expected given the high cost of Dissonance (25 energy). Between Boon of Creation and the recharge you get from waiting for your spirits to cast, you will only have to wait a short while before you have enough energy to cast another spirit. With the exception of Dissonance, you do not necessarily have to create a spirit as soon as it is recharged. As long as you stay mindful of your energy, you shouldn’t have too many problems. The biggest energy concern comes from Mesmers and Necromancers, as they are with most casters, if they’re sucking you dry of your energy, you’re just going to have to wait it out.
There is a weakness in terms of healing. You can’t cast spirits fast enough for Boon of Creation to be an effective healing spell, but it’s better than nothing. On the other hand, as long as you stay around your spirits, they should hopefully provide enough protection for you to finish creating your spirit and get away. The targets the spirits attack are somewhat random, so unless the warrior or assassin beating on you is the only one in range of the spirits, you might want to worry sooner than later.
The last concern is interruption. Mantra of Concentration is helpful; I didn’t want to take Mantra of Resolve because I didn’t want to take away any attribute points from Communing or Spawning Power for Inspiration Magic to make it useful. Also, knockdowns and Blackout are always going to be a problem. Those you’ll just have to work around as best as you can.
This was created as a PvP build, but with a few changes, I suppose it would be very capable in PvE. The biggest changes would be that Soothing is replaced by a different Communing spirit and the Resurretion Signet is replaced by Flesh of my Flesh.
Credit: This is a build of my own creation.
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May 23, 2006, 03:25 AM // 03:25
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#2
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Frost Gate Guardian
Join Date: Mar 2006
Guild: MARA
Profession: R/
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Bit obvious really, but why don't you have a minor spawn rune equipped?
13 is better than 12 :P
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May 23, 2006, 03:57 AM // 03:57
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#3
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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i would definetly try to work in Disenchantment. Perhaps remove Pain.
so offensive rit:
12+4 communing
12+1 spawning
3 inspiration
1. soothing (more of a defensive skill but what the hey, you don't need high spawning)
2. disenchantment
3. dissonance
4. shadowsong
5. mantra of concentration
6. boon of creation
7. ritual lord
8. rez sig
a defensive ritualist i just got multiple glad points with:
10+1 communing
10+4 spawning
11+1 restoration
1 inspiration
1. shelter
2. union
3. displacement
4. recuperation
5. mantra of concentration
6. boon of creation
7. ritual lord
8. rez sig
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May 23, 2006, 11:28 AM // 11:28
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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What is this Character for? GvG? HA? TA? That is a crucial consideration when putting together builds, as it shows you are actually taking into account what you are likely to be facing.
It also helps keep things in the right section...
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May 28, 2006, 03:20 AM // 03:20
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#6
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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well if you think about it, it works for RA, TA, and 12v12 Alliance Battles.
But definitly try and get disenchantment in
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May 28, 2006, 01:02 PM // 13:02
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#7
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Make sure you have a necro/mesmer or interupt ranger sitting on the enemy rit, it can destroy your physical DPS. Especially interupting shadowsong. Also if the spirit is up, its a priority target if your main DPS is with physical.
A quick Q: are binding rituals mesmer interuptable, since you say they don't trigger backfire, does overload/PD work?
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May 28, 2006, 01:37 PM // 13:37
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#8
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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Quote:
Originally Posted by jummeth
A quick Q: are binding rituals mesmer interuptable, since you say they don't trigger backfire, does overload/PD work?
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If it says it interrupts action/skills, it interrupts(Cry, PD, Leech Sig...).
If it says it interrupts spells, it doesn't(Power Drain, Power Spike, Power Leak...).
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May 28, 2006, 10:56 PM // 22:56
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#9
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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This build isn't "offensive" at all, not sure why you tagged it that way. Shadowsong and pain together do a small amount of DPS
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May 29, 2006, 12:01 AM // 00:01
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#10
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Forge Runner
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Also, according to guildwiki, spirits target enemies that allies are attacking first, so attack whoever needs to be attacked.
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May 29, 2006, 08:19 AM // 08:19
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#11
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Quote:
Originally Posted by Greedy Gus
This build isn't "offensive" at all, not sure why you tagged it that way. Shadowsong and pain together do a small amount of DPS
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It is very offensive, if the rit is allowed to cast these spirits, its almost complete area denial for the duration of the spirits. They completely neuter wars/sins, and limit the effectiveness of spikes.
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May 29, 2006, 09:42 AM // 09:42
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#12
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Well, I did misread dissonance for displacement. But still, unless you're frequently interrupting monks, wards, etc., your "offense" consists of 3 spirits' auto-attack damage, which is tantamount to wanding damage.
I guess the damage might possibly be slightly better if this is a RA build, which I probably should have guessed from the OP's statement about backfire.
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