Rit build for Gate of Pain

lasker wavingtrider

Ascalonian Squire

Join Date: Sep 2006

Secret Service

Mo/Me

Anyone have any suggestions on a Rit build for doing the Gate of Pain mission with heros/henches? I henched almost every mission up to that point, now Im stuck on that mission. Normally I play a restore rit, but it just dont seem to work well there.

Those terror web dryders kill half my group in a second.

VorianVader

Frost Gate Guardian

Join Date: Apr 2006

Blitzers

W/N

Put in shelter/union on your skill bar, put in signet of spirits/essence strike for energy gain and some offensive spirits like anguish (coupled with painful bond) etc. Cast those before aggoring the dryders. If you watch your aggro, you should be fine. Also put in a ranger hero with broadhead and interrupts and if needed, a monk hero specced for protection prayers and using protective spirit.

The torture web dryders are a pain but the normal terror webs are pushovers with a full party.

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

dissonance wouldn't hurt either

Painbringer

Painbringer

Furnace Stoker

Join Date: Jun 2006

Minnesota

Black Widows of Death

W/Mo

Take them one group at a time and let you and your henchmen skills recharge before tackling the next group of them. I think you need some disruption to help you with the Dryders. If you have not chosen a secondary class for any of your heroes make them a mesmer and add Leech Signet or Power Drain. If you can add it to your own skill bar as well it is a good addition. Worry about stopping Meteor Shower. In tight corridors this is a very bad thing for you and your party.

kess

Lion's Arch Merchant

Join Date: Sep 2006

E/A

I just complete gate of pain, madness and abaddon gate with heroes and henchies, my setup is nightmare ranger. Have at least 1 heroes bring int and take 1 grp at a time.

I got masters for all last 3 missions.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Rt/P + spear + spirits strength can carry you through all of PvE without any problems.

lasker wavingtrider

Ascalonian Squire

Join Date: Sep 2006

Secret Service

Mo/Me

Kess and Dr. strangelove, Do you mind posting your builds here?

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

[skill]blazing spear[/skill][skill]swift javelin[/skill][skill]spear of lightning[/skill][skill]vicious attack[/skill][skill]vital weapon[/skill][skill]sight beyond sight[/skill][skill]spirit's strength[/skill][skill]flesh of my flesh[/skill]

11+3+1 Spawning Power
12 Spear mastery
6+1 communing

Cast enchants and a weapon spell. Chuck spears at things. Rinse, repeat, wipe hands on pants.

If you want, you can take disrupting throw or something, but everything dies so quickly it really doesn't matter.

Pakikid

Pakikid

Ascalonian Squire

Join Date: Jul 2006

Rt/

Quote:
Originally Posted by Dr Strangelove
[skill]blazing spear[/skill][skill]swift javelin[/skill][skill]spear of lightning[/skill][skill]vicious attack[/skill][skill]vital weapon[/skill][skill]sight beyond sight[/skill][skill]spirit's strength[/skill][skill]flesh of my flesh[/skill]

11+3+1 Spawning Power
12 Spear mastery
6+1 communing

Cast enchants and a weapon spell. Chuck spears at things. Rinse, repeat, wipe hands on pants.

If you want, you can take disrupting throw or something, but everything dies so quickly it really doesn't matter. What kind of equipment would you recommend for this build. A spear of enchanting seems good because of the Spirit's Strength enchantment, but what of the off hand. Would it be better to equip a shield(slightly reducing damage) or take a focus off -hand(preferrably based in Spawning Power)?

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

I just use a +45 -2 while enchanted shield, energy isn't really an issue. It doesn't really matter though, the build is pretty brainless to run and kicks all sorts of ass in endgame PvE.

The Rt/A build has more damage, but that also has to run in close and risk getting hit in the face, so meh.

trankle

trankle

Lion's Arch Merchant

Join Date: Oct 2005

BloodBath & Beyond

Rt/

I just went back to get Masters with my Rit. I went offensive spirit:

[skill]Painful Bond[/skill][skill]Pain[/skill][skill]Shadowsong[/skill][skill]Dissonance[/skill][skill]Anguish[/skill][skill]Assassin's Promise[/skill][skill]Feast of Souls[/skill][skill]Flesh of my Flesh[/skill]

I brought Jin with [skill=text]Broad head Arrow[/skill], and the rest of the group was just the standard heroes/henchies I bring in RoT.

Set up spirits before engaging Terrorweb Dryders. Then target lock Jin to one Dryder, and call the other as the party's target. I usually throw [skill=text]Leech Signet[/skill] on one of my heroes, and manually interrupt any skill (Meteor Shower) that has to be interrupted. Dissononace should take care of the party's Dryder, though.

Same deal with the Torturewebs, but of course they're even easier, because the party can focus on one.

If you're doing the bonus, spirits help a bunch there too. The first two Emissaries are across bridges, so placing all you spirits toward one end of the bridge not only distracts the Dryders from targetting the party during the battle, but also helps if the party needs to retreat and heal. The few seconds the spirits buy you can mean the difference between regrouping and restarting the mission. This is especially valuable while fighting the final Emissary in the fort; if your henchies accidentally aggro the demons inside the fort, retreating may be necessary.

Good luck.

kess

Lion's Arch Merchant

Join Date: Sep 2006

E/A

kindle arrows
nightmare weapons
dual shot
wielder's strike
distracting shot
bloodsong
offering of spirits {e} if you do not have this elite yet, you can use signet of spirits, just remember to cast it with bloodsong in your aggro circle.
hard res/serpent quickness(for quick cycle)/spirit rift(cast it after nightmare weapon for extreme spike.

channeling - 12+3+1
wilderness survival - 12
spawning -remaining attb points.

good luck

lasker wavingtrider

Ascalonian Squire

Join Date: Sep 2006

Secret Service

Mo/Me

Just beat gate of pain with a channeling build before I had a chance to get to this thread. It was much easier this time, it must be a psychological thing, if you think its hard it will be..or its just hard being a healer with hero/henches.

Those are interesting builds, never thought about using a assasin elite as energy management, looks good.

The paragon build is more my style of playing I gotta try that. I wonder how nitghmare weapon or brutal weapon would work instead of vital weapon?

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by lasker wavingtrider
Just beat gate of pain with a channeling build before I had a chance to get to this thread. It was much easier this time, it must be a psychological thing, if you think its hard it will be..or its just hard being a healer with hero/henches.

Those are interesting builds, never thought about using a assasin elite as energy management, looks good.

The paragon build is more my style of playing I gotta try that. I wonder how nitghmare weapon or brutal weapon would work instead of vital weapon? nightmare weapon is a bad idea with spirit's strength, as it will completely negate your big giant physical attacks. Nightmare weapon is better when your basic attack isn't doing that much damage to begin with.

Brutal weapon is possible, but at 6 spec it only had a 17 sec duration. You could juggle atts a little bit, but you're going to end up reapplying it much more often and having to spend a lot more energy on it.

Splinter weapon is a possibility too, as it lasts long enough, but you'll have to reapply it every 3 attacks - kind of a pain.

In a perfect world, you'd have another rit on your team spamming high spec brutal weapon on you, but usually vital weapon is the easiest way.

nightwatchman

nightwatchman

Lion's Arch Merchant

Join Date: Apr 2006

W/

Warmongers weapon did wonders when i did this mission. Just stick it on a fast melee attacker and it'll shut down the dryder. If you put it on Melonni and can get dryders to stand together, the scythe will stop all three.

Ismoke

Ismoke

Lion's Arch Merchant

Join Date: Jun 2006

Fullerton, Ca.

CDXX/THE420TH.COM

Mo/Me

i did it with a rit/? 14/12/8/4

1.essence strike
2.sprit burn
3.caretakers charge(e)
4.mighty was vorizon
5.blood song
6.weapon of warding
7.wielders boon
8.mend body & soul

w/hero and hench
koss
dunkoro
zhed
henchs:
cynn
earth ele
illusion memer
menhlo

from varesh to abbandon this it what i used, worked great and masters on all missions!