How Powerful can a Channeling Ritualist be?
seraphite86
Quote:
Originally Posted by Terra Xin
Nightmare weapon was simply overpowered during the weekend.
Yes it was. You could kill casters quickly with very little effort.
frojack
I'm not so sure about that personally. Sometimes stationary targets are better off than moving allies anyways'. Especially in the face of the insane auto-crit damage of Dervish. Add the 3/4 speed strikes of skills like Mystic Sweep and you can almost always achieve around 100 damage on moving foes. Not a big deal I guess considering Wild Blow offers similar results regardless. Weapon of Remedy truly is a god-send...
Nightmare Weapon:
Indeed it is powerful. The only thing I think is probably over-powered about it is the cost/recharge structure. 5 energy for that much benefit is too good. Even better than 'Elite' good. Warmonger style costing would be more acceptable. Or perhaps just a reduction in the number of attacks you get.
How about...
15 e | 1 cast | 15 recharge.
blah, blah, you get 4 strikes.
(High cost and recharge should deter Melee abuse.)
or the front-load...
10e | 1 cast | 6 recharge
2 strikes.
(Thus requiring a significant energy pool to maintain.)
Whatever... All I know is 5 energy is a little too good for the effect.
I really think this skill should be viable for Ritualists to use. It offers an interesting dynamic to Rit damage. However I do appreciate how this can be abused in similar fashion to how melee abuse Shock and previously Gale. It's a delicate one for sure....
What do you guys think? (and btw "I dunno', it's over-powered" is not a solution so save it! ^_^).
Nightmare Weapon:
Indeed it is powerful. The only thing I think is probably over-powered about it is the cost/recharge structure. 5 energy for that much benefit is too good. Even better than 'Elite' good. Warmonger style costing would be more acceptable. Or perhaps just a reduction in the number of attacks you get.
How about...
15 e | 1 cast | 15 recharge.
blah, blah, you get 4 strikes.
(High cost and recharge should deter Melee abuse.)
or the front-load...
10e | 1 cast | 6 recharge
2 strikes.
(Thus requiring a significant energy pool to maintain.)
Whatever... All I know is 5 energy is a little too good for the effect.
I really think this skill should be viable for Ritualists to use. It offers an interesting dynamic to Rit damage. However I do appreciate how this can be abused in similar fashion to how melee abuse Shock and previously Gale. It's a delicate one for sure....
What do you guys think? (and btw "I dunno', it's over-powered" is not a solution so save it! ^_^).
Terra Xin
Quote:
blah, blah, you get 4 strikes.
(High cost and recharge should deter Melee abuse.)
or the front-load...
10e | 1 cast | 6 recharge
2 strikes.
(Thus requiring a significant energy pool to maintain.) These two suggestions would pretty much save the build from abuse, so those ideas of yours are good^^.
Redfeather1975
I like both those suggestions as well, although I'd like the recharge time on the second one lowered as it's not much better than what we have now.
I prefer the first one.
As for splinter weapon, I would like that one to have 10e and a higher recharge and keep the charges the same.
I prefer the first one.
As for splinter weapon, I would like that one to have 10e and a higher recharge and keep the charges the same.
Terra Xin
Hrmm, nightmare weapon isn't as powerful as it was, but its still very very much more effective than the one-off attack. Maybe it will become a more popular skill when more ppl use it.
Anyway, I made another build, this build is so awesome... I love it:
[skill=text]Grasping Was Kuurong[/skill] 1Cast-20Recharge
[skill=text]Destruction[/skill] 5Energy-15Recharge
[skill=text]Rupture Soul[/skill]
[skill=text]Ancestors' Rage[/skill] Damage=137
[skill=text]Swap[/skill]
[skill=text]Nightmare Weapon[/skill] +3Attacks
[skill=text]Lamentation[/skill] Earshot-20Recharge
[skill=text]Resurrection Signet[/skill]
Almost all of the time, your target is your own Destruction (lol, I love puns)... it just makes things easier.
Pre-cast Grasping and Destruction. While standing next to your target (remebering that your actual target is Destruction). The basic combo goes like this: Swap, Rupture Soul. Now, Using swap will force you to drop your ashes, which is a good thing, because you dont want them to move when you Rupture your Spirit^^
A more difficult combo to pull off is: Swap, Ancestors' Rage (because you're still targetting your spirit) and Rupture Soul. This one is more difficult to pull off, because after you hit the target with Ancestors' Rage, that target would be standing, and have the chance to evade your biggest damage, from Destruction and Rupture Soul. I found Ancestors' to be difficult to include in the combo in most situations, because the target is always moving, so it might be better off on its own while used on other allies.
OK, if you successfully kill your target with the basic combo, immediately target another foe and cast lamentation.
You can also Re-cast Kuurong before the basic combo for that extra damage, just make sure your second Kuurong is Swapped when the target is standing :P.
You're also more likely to deal more damage to a target if you are standing close to your spirit, because that makes it easier for you tu pull of Lamentation and Ancestors' Rage before the basic spike. That should pretty much guaruntee you a spike kill, otherwise just throw on Nightmare Weapon and wand that last bit of life out of them^^.
Anyway, I made another build, this build is so awesome... I love it:
[skill=text]Grasping Was Kuurong[/skill] 1Cast-20Recharge
[skill=text]Destruction[/skill] 5Energy-15Recharge
[skill=text]Rupture Soul[/skill]
[skill=text]Ancestors' Rage[/skill] Damage=137
[skill=text]Swap[/skill]
[skill=text]Nightmare Weapon[/skill] +3Attacks
[skill=text]Lamentation[/skill] Earshot-20Recharge
[skill=text]Resurrection Signet[/skill]
Almost all of the time, your target is your own Destruction (lol, I love puns)... it just makes things easier.
Pre-cast Grasping and Destruction. While standing next to your target (remebering that your actual target is Destruction). The basic combo goes like this: Swap, Rupture Soul. Now, Using swap will force you to drop your ashes, which is a good thing, because you dont want them to move when you Rupture your Spirit^^
A more difficult combo to pull off is: Swap, Ancestors' Rage (because you're still targetting your spirit) and Rupture Soul. This one is more difficult to pull off, because after you hit the target with Ancestors' Rage, that target would be standing, and have the chance to evade your biggest damage, from Destruction and Rupture Soul. I found Ancestors' to be difficult to include in the combo in most situations, because the target is always moving, so it might be better off on its own while used on other allies.
OK, if you successfully kill your target with the basic combo, immediately target another foe and cast lamentation.
You can also Re-cast Kuurong before the basic combo for that extra damage, just make sure your second Kuurong is Swapped when the target is standing :P.
You're also more likely to deal more damage to a target if you are standing close to your spirit, because that makes it easier for you tu pull of Lamentation and Ancestors' Rage before the basic spike. That should pretty much guaruntee you a spike kill, otherwise just throw on Nightmare Weapon and wand that last bit of life out of them^^.
Cebe
Quote:
Originally Posted by Terra Xin
[skill=text]Destruction[/skill] 5Energy-15Recharge
[skill=text]Rupture Soul[/skill] Well that should make certain people very happy!
Nice build idea...looks fun.
[skill=text]Rupture Soul[/skill] Well that should make certain people very happy!
Nice build idea...looks fun.
Batou of Nine
Quote:
Originally Posted by Celestial Beaver
Thanks for the build Idea btw Terra, I'll give that a try tonight and see what I make of it.
Shall we go over this a 3rd time? The combo is such that when melee or other foes come ur way upon aggro (which happens about 90% of the time) you have Destruction already up, charged a few seconds. This is such that as melee or other close foes start to focus on you, using Rupture Soul does MASS AoE dmg AND blinding nearby foes. Defensive in nature from blind AND cause this combo often triggers AoE fleeing in the Ai. That is why i cannot emphasize this combo enough. And that is why i say one skill is not nearly as powerful as it can be without the other skill...
Yes, thanks i know that these skills have more then 1 function. May i refer you to my last sentence in the previous paragraph? Do not tell me why you don't wanna use this combo or that "they have more then 1 use"... that is just plain common sense... the fact is that my point remains...
If you don't wanna use the combo that is just fine. I was simply offering advice to the OP and other users of either skill....
/end rant.
LoL. ok thats my last re-iterration, i promise!
PS I'm curious ...
(In response to me saying Destruction with Rupture Soul is nearly a must have when using either skill, you say) ::
Quote:
Originally Posted by Terra Xin
according to you, but a skill has more than one use.
And then your posted build uses what? Pointing out mundane common sense is about as useful as putting salt in your own wounds, like wahts the point? You obviously see why i empazise this combo now?
Redfeather1975
I like to use Destruction+Rupture with an Rt/A with 'swap'.
I think rupture soul can work well in a communing build too. You have lots of spirits so you can keep enemies closeby blinded and keep do AOE damage every 5 seconds near the end of the fight. Terra Xin
Quote:
Originally Posted by Batou of Nine
PS I'm curious ...
(In response to me saying Destruction with Rupture Soul is nearly a must have when using either skill, you say) :: And then your posted build uses what? Pointing out mundane common sense is about as useful as putting salt in your own wounds, like wahts the point? You obviously see why i empazise this combo now? Re-read my post please. I didn't say that using Destruction + Rupture Soul was a bad combo, I said it's not the ONLY way to use both skills. This build came up because of the buff towards Kuurong. If I use destruction, then it will almost always be to fuel all of my other channeling skills. That build was just one example of Destruction. Ive used many builds that have Destruction on their own, and they work fine without needing any points into Spawning Power. And I know that you don't need points into spawning power to make the blindness effective, but my build gets a little tight when deciding what to put in. |