Runes & Insignias
br0thergr1m
I'm loving this Rit class...love it. I know it depends alot on what type of build you are running....but what are you guys running for Runes and Insignias? Are you going with any armor protection at all? Full Radiant? What is it you are primarily using?
spirit of defeat
Difficult one, Spirit Strenght builds take full "+15Ar on weapon spell" insignia.
The rest of tghe builds depends on your energy need.
Keep in mind that +15 Ar can reduce quite some damage.
See this wiki article: Armor (rating)
And calc if more AR will be better then more HP.
The rest of tghe builds depends on your energy need.
Keep in mind that +15 Ar can reduce quite some damage.
See this wiki article: Armor (rating)
And calc if more AR will be better then more HP.
Dr Strangelove
Full survivor unless you're running spirit's strength, then +15AL. I can't think of any reason for a rit to run radiants.
BigDave
I usually alternate between Ghost Forge and Radiant insignias. GF for when i run a Spirits Strength assassin or para build and Radiant for when i run a general Splinter Barrage build. I'm usually right at the back throwing in Longbow hits so i don't get hit all that often and the SB build i use usually has Warmongers Weapon and Pain Inverter on it which can be a bit of a drain on energy, although now that warmongers is a 30sec recharge instead of 20 Survivor would probably be a better option.
horseradish
Why would you use radiant insignias with barrage? Just use a zealous bow.
anyway, everyone has pretty much said it all, but you could go with a Shaman's insignias if you're a spirit spammer, but I don't recommend spirit spamming.
anyway, everyone has pretty much said it all, but you could go with a Shaman's insignias if you're a spirit spammer, but I don't recommend spirit spamming.
BigDave
Quote:
Originally Posted by horseradish
Why would you use radiant insignias with barrage? Just use a zealous bow.
I do use a zealous bow but i switch between SB and Nightmare Weapon/D-Shot/Wielders Strike all the time depending on if i can hit multiple targets or not. If there's a prime target that needs taking out and it's not adjacent to another foe i'll cast Nightmare, use a regular hit, Wielders, regular hit, D-Shot for a fast 200+ damage. That's better than the 60-80ish i might get out of a few single target Barrage hits. I also cast Warmongers on any physicals in the group and use Pain Inverter on recharge. I'm all about killing things as fast as possible and it's very rare you'll catch me not using a skill from my bar if an appropriate one is available.
It's personal preferance really. If i'm using an SS build i have around 35-40 energy. For an SB build (with other skills aswell) i'll have around 45-50 energy so i don't have to wait to use a skill when needed. But as i said, Warmongers now has a longer recharge so it's not as much of a drain on energy to keep it up as much as possible. I'll most likely switch to Survivor insignias now.
It's personal preferance really. If i'm using an SS build i have around 35-40 energy. For an SB build (with other skills aswell) i'll have around 45-50 energy so i don't have to wait to use a skill when needed. But as i said, Warmongers now has a longer recharge so it's not as much of a drain on energy to keep it up as much as possible. I'll most likely switch to Survivor insignias now.
Dr Strangelove
Radiants are not a substitute for good energy management. There are really only two situations where you want radiants.
1) You have some nasty combo, like an assassin, and need more energy than your current max to pull it off. This might be an issue with a spirit's strength sin, but probably not for any build using spells.
2) Your energy management is prone to overfilling your bar, losing some energy in the process. This is an issue for necromancers, and would be for eles if not for energy storage. There really isn't any rit energy management where this could be a problem, except perhaps reclaim essence on a minion bomber.
The shaman's insignias would be nice, until you realize that if you have a pile of spirits up, you're not going to die. If you're getting the crap beaten out of you, then your spirits are probably already dead.
1) You have some nasty combo, like an assassin, and need more energy than your current max to pull it off. This might be an issue with a spirit's strength sin, but probably not for any build using spells.
2) Your energy management is prone to overfilling your bar, losing some energy in the process. This is an issue for necromancers, and would be for eles if not for energy storage. There really isn't any rit energy management where this could be a problem, except perhaps reclaim essence on a minion bomber.
The shaman's insignias would be nice, until you realize that if you have a pile of spirits up, you're not going to die. If you're getting the crap beaten out of you, then your spirits are probably already dead.
Bargamer
The Rit/N Minion Bomber runs all Radiants, because between the 3 Spawning Enchants, Animating, and Bombing, they frequently need that much energy. The better you are at mini-managing, the more bombing you do, and the more Energy you need.
Oh yeah, Reclaim Essence. Thanks, Doc!
Oh yeah, Reclaim Essence. Thanks, Doc!
Cirian
Pretty much just Survivor. Herald is ok if you hold items a lot, that's +34AL with Kaolai. I never use Radiant on a rit.
Oso Minar
In PvE, Survivor is an excellent choice, especially for Hard Mode. I've found that mobs will frequently target the party member with the least amount of health first. If you really want to be ignored by enemies (assuming you know how to kite properly and position yourself well), Survivor, Vigor/Vitae, Hale/Fortitude will serve you very well. In the vent that you DO get the odd spike, you'll also have more health to go through.
Having more health also means that Flesh of my Flesh and Death Pact Signet will be more effective, and this is huge. I've frequently been able to bring a teammate back to life with 90% or even full health in a dire situation, and you can't get that with many other rez spells, especially mid-fight.
I have a set of Radiant/Attunement armor for farming and Normal Mode excursions. When I'm just cruisin' around in Normal Mode, there's no real need for worries about spikes. With good energy management AND a high energy pool, you can pretty much do whatever you want, from spamming Great Dwarf Weapon on the melee to using high-energy spirits and spells with reckless abandon. It's more fun with a high energy pool.
Herald's/Ghost Forge/Shaman are fairly build-specific, and unless you can dedicate a full set of armor to each (I have) I wouldn't reccommend taking them.
Having more health also means that Flesh of my Flesh and Death Pact Signet will be more effective, and this is huge. I've frequently been able to bring a teammate back to life with 90% or even full health in a dire situation, and you can't get that with many other rez spells, especially mid-fight.
I have a set of Radiant/Attunement armor for farming and Normal Mode excursions. When I'm just cruisin' around in Normal Mode, there's no real need for worries about spikes. With good energy management AND a high energy pool, you can pretty much do whatever you want, from spamming Great Dwarf Weapon on the melee to using high-energy spirits and spells with reckless abandon. It's more fun with a high energy pool.
Herald's/Ghost Forge/Shaman are fairly build-specific, and unless you can dedicate a full set of armor to each (I have) I wouldn't reccommend taking them.