Quote:
Originally Posted by Solus Spartan
I fail to see how this is faster than a 600/Smite
Let's look at a few pros & cons
Pro's.
~It's a pro build (NOT FOR NOOBS!!!), therefore it's faster.
Con's.
~Alot harder to find a Ritty parnter than a Monk
~Micro of SpiritBond & Spirits needed if using a hero
~Less Safe
~Requires Set up time
~The "spirit bomber" is kind of useless
~KD is not useless in UW HM, you actually want them to attack you
~Slower, more complex
~Rushed, not very well thought out concept
~I don't see how the Ritty will have the energy for all these spirits
I agree on the pulling or aggro part, and setting up spirits... but, casting on enchants for dual monk may take just as long, if not longer. You can set up spirits soon as you enter, then set up the other while pulling... Never said it was better or faster overall, but does kill aaxtes, and those pretty fast.... I never tested it to finish quest or anything, if anything I am comparing it for full Smite runs only. It definately does some major damage fast... and the KD don't affect it much at all... as the enemies go down pretty fast, and the tanks spells don't cost a whole lot to use. And I don't think we even used Dissonance, we usually took Vampirism, but there was no skill card for it, so I just put in Dissonance instead... but it would cost alot of energy to lay down both 25 energy spirits, but you really don't need both of them at once. Maybe just use Dissonance for certain situations.
And the builds are fairly easy, aslong as you have an experience 330hp tanker... I mean, me and my bro did a full smite run no problems the first time we tested it, and it was in HM. And Having KD from Wanderlust helps alot against casters... so it can shut them down, and it doesn't cause any energy problems for tank. As for Nightmares, just have the 2nd Rit to scan areas before pulling... so the tank doesn't need to put enchants back up after getting stripped. And the 2nd Rits energy regains while takin on groups of course, after you cast one Painful Bond... there wasn't much energy problems at all.
And using SoJ knocks them down, which leads to takin longer to kill enemies off. This build does damage rather if they are knocked down or not, and it also doesn't knock all enemies down at once... so it keeps piling on the damage fairly quick.