Help on alternative Rit build.

horseradish

horseradish

Wilds Pathfinder

Join Date: Sep 2007

In a donut hole

Rt/A

Here's the build so far.

1.) Fevered Dreams - Hex Spell [Elite]
Energy: 10
Activation: 2
Duration: 10...25
Recharge: 10
Hex Spell. For 10…25 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well.

2.) Destruction - Binding Ritual
Energy: 5
Activation: 3
Duration: 30 Recharge: 15
Binding Ritual. Create a level 1...10 Spirit that dies after 30 seconds. When this Spirit dies, all foes in the area take 1…5 damage for each second the Spirit was alive.

3.) Spirit Burn - Spell
Energy: 5
Activation: 1
Recharge: 6
Spell. Target foe is struck for 5...50 lightning damage. If any Spirits are within earshot, Spirit Burn causes burning for 1…3 seconds.

4.) Phantom Pain - Hex Spell
Energy: 10
Activation: 2
Duration: 10
Recharge: 15
Hex Spell. For 10 seconds, target foe suffers -1…3 Health degeneration. When Phantom Pain ends, that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5…20 seconds.

5.) Drain Delusions - Spell
Energy: 5
Activation: 0.25
Recharge: 10
Spell. Remove one Mesmer Hex from target foe. If a Hex was removed in this way, that foe loses 1...5 Energy and you gain 2 Energy for each point lost.

6.) Essence Strike - Spell
Energy: 5
Activation: 1
Recharge: 8
Spell. Target foe is struck for 15...60 lightning damage. If any Spirits are within earshot, you gain 1...9 Energy.
.
7.) Optional

8.) Flesh of My Flesh - Spell
Energy: 5
Activation: 4
Recharge: 0
Spell. Lose half your Health. Resurrect target ally with your current Health and 5…20% Energy.

I was thinking of the most devastating conditions in Guild Wars. I came up with Deep Wound and Burning since Blind is fine on Casters and Dazed is fine on Warriors. I believe Deep Wound and Burning effects all opponents.

I also wanted to make some less popular and useful skills and make them more viable.

The use of this build is very unbalanced. It's a long chain of skills and recharge times, which is risky. However, i feel that the outcome of the combo is very useful. A huge area of enemies on fire with Deep Wound? A guy could do worse.

Destruction ---> Fevered Dreams ---> Phantom Pain ---> Drain Delusions ---> Spirit Burn.

Long combination.

Use Essence Strike for E-management.

FomF for rez.

I figured the optional slot should be used for a self heal like....Ether Feast....and adding more points into Inspiration (although Drain Delusions is there only for the hex removal and minimal energy management).

Mend Body & Soul can help since there's a cheap, quick recharging spirit that allows you to remove conditions.

I haven't tested this build yet. I want opinions and suggestions for possible improvement.

I figured this build will be more suited for NM PvE, cuz interruptions will screw up this build.

Please no flamers or trolls. I'm just trying to make something different.

Qdq Swi

Qdq Swi

Krytan Explorer

Join Date: Nov 2007

N/

Quote:
Originally Posted by horseradish
Here's the build so far.

1.) Fevered Dreams - Hex Spell [Elite]
Energy: 10
Activation: 2
Duration: 10...25
Recharge: 10
Hex Spell. For 10…25 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well.

2.) Destruction - Binding Ritual
Energy: 5
Activation: 3
Duration: 30 Recharge: 15
Binding Ritual. Create a level 1...10 Spirit that dies after 30 seconds. When this Spirit dies, all foes in the area take 1…5 damage for each second the Spirit was alive.

3.) Spirit Burn - Spell
Energy: 5
Activation: 1
Recharge: 6
Spell. Target foe is struck for 5...50 lightning damage. If any Spirits are within earshot, Spirit Burn causes burning for 1…3 seconds.

4.) Phantom Pain - Hex Spell
Energy: 10
Activation: 2
Duration: 10
Recharge: 15
Hex Spell. For 10 seconds, target foe suffers -1…3 Health degeneration. When Phantom Pain ends, that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5…20 seconds.

5.) Drain Delusions - Spell
Energy: 5
Activation: 0.25
Recharge: 10
Spell. Remove one Mesmer Hex from target foe. If a Hex was removed in this way, that foe loses 1...5 Energy and you gain 2 Energy for each point lost.

6.) Essence Strike - Spell
Energy: 5
Activation: 1
Recharge: 8
Spell. Target foe is struck for 15...60 lightning damage. If any Spirits are within earshot, you gain 1...9 Energy.
.
7.) Optional

8.) Flesh of My Flesh - Spell
Energy: 5
Activation: 4
Recharge: 0
Spell. Lose half your Health. Resurrect target ally with your current Health and 5…20% Energy.

I was thinking of the most devastating conditions in Guild Wars. I came up with Deep Wound and Burning since Blind is fine on Casters and Dazed is fine on Warriors. I believe Deep Wound and Burning effects all opponents.

I also wanted to make some less popular and useful skills and make them more viable.

The use of this build is very unbalanced. It's a long chain of skills and recharge times, which is risky. However, i feel that the outcome of the combo is very useful. A huge area of enemies on fire with Deep Wound? A guy could do worse.

Destruction ---> Fevered Dreams ---> Phantom Pain ---> Drain Delusions ---> Spirit Burn.

Long combination.

Use Essence Strike for E-management.

FomF for rez.

I figured the optional slot should be used for a self heal like....Ether Feast....and adding more points into Inspiration (although Drain Delusions is there only for the hex removal and minimal energy management).

Mend Body & Soul can help since there's a cheap, quick recharging spirit that allows you to remove conditions.

I haven't tested this build yet. I want opinions and suggestions for possible improvement.

I figured this build will be more suited for NM PvE, cuz interruptions will screw up this build.

Please no flamers or trolls. I'm just trying to make something different. Out of curiosity how can you call this a rit build? Its more mesmer than anything else... Why would you want to use ether feast when rits are one of the best self healers in the game.. Tbh I think [skill]Splinter Weapon[/skill][skill]Spirit Rift[/skill][skill]Ancestor's Rage[/skill] is a better combo...

Mist Walker Skarloc

Mist Walker Skarloc

Frost Gate Guardian

Join Date: Apr 2007

Gods Of The Hot [GotH]

P/W

(S)he said (s)he wants to make something different, not Splinter+AR.

Although it can spread Burning and Deep Wound, it lacks anything else useful to be honest and the Burning doesn't even last that long. It just doesn't do enough to be useful. It can't really be improved, the idea just isn't good.

horseradish

horseradish

Wilds Pathfinder

Join Date: Sep 2007

In a donut hole

Rt/A

I suppose this could be both a Rit and Mez build. The difference would only be more stats in Channeling or Illusion.

I really don't understand the usefulness of Spirit Rift anymore. 2 second charge plus 3 second wait for damage? I dunno about you but that skill always misses when i use it....or the guy i cast it on is already finished.


Burning doesn't last long, but Spirit Burn has a 6 second recharge. Being on fire every 4 seconds isn't the most comforting thing.

Not do enough to be useful? This is a monk's nightmare!

It lacks survivability, and i did consider MB&S. The long chain of spells makes this build unbalanced.