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Old Mar 20, 2007, 04:24 PM // 16:24   #61
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I may get flamed here... but I never bring Troll Unguent as a ranger. It's ok on the puller maybe, but no one else really needs it. All damage is spike damage (except for burning which is minimal), so Troll is not going to counter that very well imho. When I'm monking I do not expect everyone's Troll to help me out, I expect heavy, quick damage and plan accordingly.
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Old Mar 22, 2007, 06:59 AM // 06:59   #62
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Experimented yesterday with a Rit/Ranger with splinter weapon and barrage and it was just total mayhem. With channeling buffed high enough splinter weapon does 50 damage to all adjacent foes. Never saw ém drop that fast. Finding a team took a while but the skepticism disappeared soon enough when the first stage was clean in no-time.

Skills I used where these:

Barrage {E}
Spirit rift
Distracting shot
Splinter Weapon
Spirit Siphon
Comfort animal
Charm Animal
Flash Of My Flesh
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Old Mar 22, 2007, 08:47 AM // 08:47   #63
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Good Job.

Despite the facts that Splinter is of no use with non-adjacent foes, that Spirit
Syphon will quickly be of no use for the other rits because a single use get the
spirit energy down to 0, and that Spirit rift requiere your target to not move for
3 seconds, players should now get confident that there are alternative ways to
play this mission.
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Old Mar 22, 2007, 09:11 AM // 09:11   #64
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Quote:
Originally Posted by raoule
Good Job.
Despite the facts that Splinter is of no use with non-adjacent foes
Were talking tomb of primeval kings here, finding adjacent targets shouldnt be too much of a problem.
Quote:
Originally Posted by raoule
that Spirit Syphon will quickly be of no use for the other rits because a single use get the
spirit energy down to 0
I was the only one on the team, I used spirit siphon twice in the entire run anyway, but you are right
about that, too bad most energy management spells for rit are elite. Theres always a friendly orders necro if my energy runs low anyway, but i only needed BR once. Rit. spells are always dirt cheap
Quote:
Originally Posted by raoule
and that Spirit rift requiere your target to not move for
3 seconds
Good minion blocking very much FTW, besides, chaos wurms are stationary.

Believe me, this works. I treated every player with splinter when we went to charge the darknesses. The entire team was completely flabberghasted because they were all dead in < 10 seconds. The damage output is so sick that if you apply splinter on the entire team we could just pull all creatures in the room and still own them really hard.
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Old Mar 22, 2007, 09:25 AM // 09:25   #65
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I may listen if you can keep killing darknesses in less than 10 seconds
when they are not stationary and when they are not adjacents.
For now I prefer to have that same killing rate no matter what the battle context is.

The other thing now: I wanted to point out what you yourself agreed was
some drawbacks, while in the same time congratulate you for your inventivity.

Feel better now ?
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Old Mar 22, 2007, 10:29 AM // 10:29   #66
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Quote:
Originally Posted by raoule
I may listen if you can keep killing darknesses in less than 10 seconds
when they are not stationary and when they are not adjacents.
For now I prefer to have that same killing rate no matter what the battle context is.

The other thing now: I wanted to point out what you yourself agreed was
some drawbacks, while in the same time congratulate you for your inventivity.

Feel better now ?
I never felt bad in the first place, forums are made for discussion, so I'm not going to freak when someone argues with me, especially not on Guru, since there's always one here that argues . And energy if indeed a drawback about the build, but that's only going to punish the mindless spammer. Armor level kinda sucks, since I'm always puller when we do tombs with our guild (ok, get another puller, duh). The pet can become a liability too if it gets killed too much, since waking it up costs 10e and rits dont get expertise discount. That can easily be countered though by applying splinter on party members before the battle starts. You are right about the killing rate too, ranger b/p are better in pumping out continuous damage while the rit version is more spikey. In a good team however you can speed up things quite radically.
About inventivity, the base idea was from another player I happened to invite in my team, so I'm not going to take full credit, I just tweaked the build a bit to suit my personal taste.

PS. Don't think this rit. can replace every ranger in a team, because you will still need throw dirt, which is expertise. Without at least 1 or 2 copies of throw dirt things can look bad quite fast.
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Old Mar 22, 2007, 12:57 PM // 12:57   #67
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Good. You finally included some details about your build for the ones who could have not been aware of the drawbacks. It is a good attitude.

Concerning the PS: I was personally already convinced from the begining that it couldnt.
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Old Mar 23, 2007, 09:07 AM // 09:07   #68
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Kind of a fun thing about this is that all of a sudden I see more ritualists in tombs. People seem to catch on, which is a good thing. I bet in a week or so you can easily take your rit. to tombs and own some.
Funny, yesterday I was in a team with a r/p with gfte, having damage buffs from gfte, orders AND splinter weapon is barrage/pet on steroids really.
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Old Mar 23, 2007, 11:23 AM // 11:23   #69
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It's good that some players finally wake up.
The things you mention have already been in place at Urgoz for several months now.
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Old Apr 05, 2007, 01:14 PM // 13:14   #70
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Quote:
Originally Posted by bungusmaximus
Experimented yesterday with a Rit/Ranger with splinter weapon and barrage and it was just total mayhem. With channeling buffed high enough splinter weapon does 50 damage to all adjacent foes. Never saw ém drop that fast. Finding a team took a while but the skepticism disappeared soon enough when the first stage was clean in no-time.

Skills I used where these:

Barrage {E}
Spirit rift
Distracting shot
Splinter Weapon
Spirit Siphon
Comfort animal
Charm Animal
Flash Of My Flesh
This should work as a R/Rt as well, right?

Also, why Spirit Siphon? http://gw.gamewikis.org/wiki/Spirit_Siphon
You get TOPS 3 en. And that isn't worth the trouble. You're better off skipping a barrage, and waiting for en regen.

You can take a self-heal (or not, since most Tombs monks are either competent, or worthless, and the team doesn't make it past level 1) or another AoE damage, such as Ancestor's Rage (kinda high energy cost, though. Might work if it's affected by Expertise, provided you're a ranger primary)

You could also take Destruction ^_^ But since it's time-based, and Rits take mobs down unnaturally fast, it'd be useless. Hmm...

This build would be much better as a R/Rt, imo, unless I missed something. You get the bonus from Expertise, use no primary Rt skills... so why not? Gets rid of energy management issues, too.

Anyone interested in a tombs run? Last few times I went there were 5 R/Mo's in each team x.x. And it was boring. Sure, we made it to the end and I got a couple greens, but meh. Boring.
<--IGN

Last edited by malko050987; Apr 05, 2007 at 01:17 PM // 13:17..
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Old Apr 05, 2007, 01:24 PM // 13:24   #71
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ive been doing tombs for over a year now and im simply amazed at the ignorance of most of the people in tombs STILL, after so long. I was on my paragon as P/R, B/P with some shouts/chants and interrupts for support and simply could not get into a team.

I had exactly the same problem yesterday with my Assassin too as A/R crit barrager. I was there for a good half an hour before i gave up and made an alliance group later in the evening.

People have to realise that 5 primary rangers is not necesserily the quickest group for tombs and that a rt/assassin/para can provide some deadly support for the entire team.
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Old Apr 05, 2007, 01:57 PM // 13:57   #72
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It's a long run, and people like knowing what to expect. R/Mo's are known to work, so everyone's using them. *shrug* People don't want to risk wasting 1-2 hours with builds they think aren't good enough.

Rit's and some Paragon's thrown in should be better, especially with the P shouts. And it would make the run much more interesting. ^_^ I still hold that if you're using Barrage, you should have the Ranger as primary, at least in the case of the Rit. Makes spamming Barrage much easier. No idea what Paragon skills look like, or how their energy management is. But Expertise rules.

Feel free to whisp me anytime IG, I'd love to go. As a R/Rt, though, since I don't have NF yet.
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Old Apr 05, 2007, 02:20 PM // 14:20   #73
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Quote:
Originally Posted by bungusmaximus
Experimented yesterday with a Rit/Ranger with splinter weapon and barrage and it was just total mayhem. With channeling buffed high enough splinter weapon does 50 damage to all adjacent foes. Never saw ém drop that fast. Finding a team took a while but the skepticism disappeared soon enough when the first stage was clean in no-time.

Skills I used where these:

Barrage {E}
Spirit rift
Distracting shot
Splinter Weapon
Spirit Siphon
Comfort animal
Charm Animal
Flash Of My Flesh

you could use a zealous bow, the dmg caused by splinter weapon can make it up for the loss of the sundering
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Old Apr 09, 2007, 08:04 PM // 20:04   #74
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people are scared of trying new builds =(

deleted my rit, playing my ranger only for a few months now (have E, D, P, W, Mo, all lvl 20 ready to farm)
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Old Apr 10, 2007, 09:03 AM // 09:03   #75
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Quote:
Originally Posted by Stop The Storm
ive been doing tombs for over a year now and im simply amazed at the ignorance of most of the people in tombs STILL, after so long. I was on my paragon as P/R, B/P with some shouts/chants and interrupts for support and simply could not get into a team.

I had exactly the same problem yesterday with my Assassin too as A/R crit barrager. I was there for a good half an hour before i gave up and made an alliance group later in the evening.

People have to realise that 5 primary rangers is not necesserily the quickest group for tombs and that a rt/assassin/para can provide some deadly support for the entire team.
Totally agreed, so many times I've seen someone tell another ranger to go monk secondary for rebirth, I instantly argue with them because most of the time rebirth isn't necessary. A A/R, R/Rt or whatever works just as well and alot of the time even better

People need to get over the fact you're not normal
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Old Apr 10, 2007, 09:34 AM // 09:34   #76
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Honestly, only 1 */Mo's are needed (the way I run it). Just make sure that person knows not to take risks.

It's why I pull though. Ra/Mo is alot easier to get into a group. I say this knowing full well that my A/Ra crit barrager out performs him for damage, especially if a */Paragon is around.

The reason people like Ra/Mo's is because they're built to allow some slop. After doing a run with a crew, if someone asks if they can bring their crit barrager on the next run, or their R/Me, then sure... no problem... we trust you. There are, however, lots of folks who claim to be just as good as a B/P, who have never actually done the B/P tombs run, but just read about it here and think they can handle it.

I wouldn't try this now with the SR nerf, but if you had a good monk, and two good necros, with an active MM, an A/Ra (or Ra/A) really makes the last part of the 2nd board really easy. Just have him use Swap (or just DC) with one of the dryders at the entrance, and then run around back to the group... pulling everything along the way. Heal Party would keep him alive, and BOY... he does get EVERYTHING!

Last edited by Edge Martinez; Apr 10, 2007 at 09:36 AM // 09:36..
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Old Apr 10, 2007, 12:18 PM // 12:18   #77
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R/Rt's are used a lot in the Tombs now. I have a Splinter/Barrage build, and if given time, I can cover all 5 B/P's with splinter. I have Channeling at 12, so damage from splinter is 41 or so. A Rt/R would have better damage, but it would be harder to find a team.

With two R/Rt's, you can take out everythinf fairly fast, if the MM knows what he's doing with the minions. Any mob except the Darknesses will fall in the first volley from 5 B/P's with Splinter on them.

Yesterday, we had a R/W, two R/Rt's and two R/Mo's in one of the runs I did. The W used a shout, don't recall which one, but it gave an armor boost. I'd be interested in having a Paragon on the team in a run.

And Splinter owns in tombs. Completely. ^_^

I saw people complain that the SR nerf will be the end of B/P teams, because the MM is essential for the team build to work. In the runs I did, I saw no problems of the sort.
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Old Apr 10, 2007, 12:51 PM // 12:51   #78
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It's not at all hard anymore to find a team with a Rit. People kicking you for no reason are generally the less developed players who have no idea of game mechanics (Players you don't want in a team in the first place because they pretty certainly mess up). I've been doing nothing then playing tombs with my ritu lately and some people I played with before welcome me with open arms. Theres even a few builds posted in the PvE section under ritualist.
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Old Apr 12, 2007, 05:15 PM // 17:15   #79
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I just started Tombs with me Crit Barrager, and compared to my old ranger, my damage is just through the roof. I can deal amazing amounts of damage, and have people bleeding everywhere, AND never worry about energy loss, is usually energy gain. More people need to trust non-R/Mo's im Tombs, its very annoying...
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Old Apr 21, 2007, 09:34 AM // 09:34   #80
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Has anyone tried Tomb runs in Hard Mode? And if they did, please post impressions here. How do the monsters behave? Any changes in builds? Etc, etc.
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