As I'm sure most of you know, the Guild War's 3rd Anniversary was this past weekend or so, and as most of you found out, those Titans can be really stingy with the corpses. Titans are not Fleshy, so Poison, Disease, and Bleeding don't work. Therefore, my usual Minion Bombing build won't work, and since this IS Prophesies, more than likely you won't be picked over an Ele, Ranger, or Necro. The only spot left is as a replacement Monk, so a Resto build. But not just ANY Resto build. Because Titans do lots of damage AND Burning, Spirits and Minions are out. Risen Ash likes to Strip Enchants, so anything involving heavy Enchantments are out, which kinda makes Prot Monks sad. Therefore... Weapon Spells.
[build prof=Rt/Mo name="Hell's Precipice Resto" box Spawning=12+1+1 Resto=12+3 desc="Minor Spawning on Hat, Sup Resto wherever"][Flesh of my Flesh][Resilient Weapon][Weapon of Warding][Wielder's Zeal][Mending Grip][Wielder's Boon][Breath of the Great Dwarf][Great Dwarf Weapon][/build]
Optional: [Extinguish][Splinter Weapon] if your Deldrimor Rank isn't high enough. When I went, I had R5. Decent enough. Put your extra 3 points into Channeling instead of Prot, the condition removal is what's important here, not the healing you get.
I noticed that with 14 Spawning, Wielder's Zeal had a nice break-point, so that's what I went with. Assuming that your PUG has 2 Ursan Warriors, 2 Rangers or Mesmers for Interrupts and the Winter Spirit, 2 Elementalists for Fire or Water Magic, and one Monk, you'll want to drop Great Dwarf Weapon on the Warriors and Rangers, and Warding/Resilient on the Casters and yourself as needed. Keep Zeal up as much as possible. It has a pretty low recharge, so in the inevitable case that it gets Stripped, recast it. If the Burning is getting out of hand, use Breath. After that, if just 2 or so people have Conditions on them like Bleeding (bright pink health bar) or Deep Wound (grayed out health), use Mending Grip. If someone is really getting pounded, Weapon of Warding + Wielder's Boon. If someone has a Hex on them, use Resilient, and wait for it to wear off, or have the Monk take care of it.
Most of the other possible skills you could take are eliminated for one of three reasons: Wrong Attribute, too long of a recharge, or only useful for one hit. [Wielder's Remedy] is bad for a few reasons: It's an Enchantment, and it takes off one Condition only when you cast a Weapon spell on them. What if they have more than one Condition on them? If it's Burning, it gets re-applied almost instantly. Also, it's not a heal like Mending Grip. As much as it pains me to admit, [Sundering Weapon] won't fit, either, as it's in the wrong Attribute, and it has a longer recharge than Splinter.
I'll wait a few before I add this to the OP. Feedback is appreciated!
Hell's Precipice Resto Rit
Bargamer
MasterSasori
Quote:
Originally Posted by Bargamer
Quote: Originally Posted by Bargamer [build prof=Rt/Mo name="Hell's Precipice Resto" box Spawning=12+1+1 Resto=12+3 desc="Minor Spawning on Hat, Sup Resto wherever"][Flesh of my Flesh][Resilient Weapon][Weapon of Warding][Wielder's Zeal][Mending Grip][Wielder's Boon][Breath of the Great Dwarf][Great Dwarf Weapon][/build]
Optional: [Extinguish][Splinter Weapon] if your Deldrimor Rank isn't high enough. When I went, I had R5. Decent enough. Put your extra 3 points into Channeling instead of Prot, the condition removal is what's important here, not the healing you get. 3 points in channeling is pretty worthless. Splinter weapon is of limited use as there are really are no big crowds that are managable for the normal PUG. Extinguish requires you to go into Monk's prot line for that heal.
Quote:
... 2 Rangers/mesmer ... and the Winter Spirit...2 Elementalists for Fire or Water Magic.... one Monk ...
Just No.
1. Winter is absolutely worthless. It doesn't do squat in Hell's precipice.
2. Some Mesmer/Rangers are somewhat lacking in the damage department. I know this is a big generalization, but these classes aren't known for their damage and PUG mesmers/rangers generally aren't great at interrupting. Just be careful of who you pug with.
3. You don't really have enough heal to compensate for the loss of one monk.
4. 2 Nukers is pretty worthless if Winter doesn't work, which it doesn't.
Quote:
Originally Posted by Bargamer
Those two skills are optional, for those who don't have EOTN. (I need to replace Mending Grip too, then... Hrm...) The normal PUG tends to over-aggro, which gives Splinter Weapon plenty of targets.
1. Winter is absolutely worthless. It doesn't do squat in Hell's precipice.
2. Some Mesmer/Rangers are somewhat lacking in the damage department. I know this is a big generalization, but these classes aren't known for their damage and PUG mesmers/rangers generally aren't great at interrupting. Just be careful of who you pug with.
3. You don't really have enough heal to compensate for the loss of one monk.
4. 2 Nukers is pretty worthless if Winter doesn't work, which it doesn't.
Quote:
Life worthless? Try it. The fights last more than enough for Life to be useful.
Originally Posted by Bargamer
[Wielder's Remedy] is bad for a few reasons: It's an Enchantment, and it takes off one Condition only when you cast a Weapon spell on them. What if they have more than one Condition on them? If it's Burning, it gets re-applied almost instantly. Also, it's not a heal like Mending Grip. As much as it pains me to admit, [Sundering Weapon] won't fit, either, as it's in the wrong Attribute, and it has a longer recharge than Splinter.
[skill]wielder's remedy[/skill]+[skill]vengeful weapon[/skill] can be useful. Burning is not the only problem in Hell's Precipice, you need to deal with [skill]eviscerate[/skill] and [skill]strip enchantment[/skill] causes DW and bleeding respectively. Bleeding will help cover burning.
Bront
I compared [Breath of the Great Dwarf] and [Extinguish] a bit, and Breath comes up short almost all the time.
Breath: Pros: Cheeper Always heals Doesn't require any point spec Cons: Longer recharge Only removes burning. Extinguish: Pros: Faster Recharge Removes any 1 condition Heals large for burning Cons: More expensive. Requires Prot spec With that, Extinguish is better for Burning from a heal perspective, as long as you spec into Prot. Vs any other conditions, Extinguish is immensely better. Breath is ok as a party heal if you don't care about conditions (Little cheeper than heal party, about the same heal depending on your spec, and can remove burning). For a monk, Extinguish is better almost always. For a non-monk, depends on if you spec in Protection, and if you're going against burning or other heavy conditions. Not a bad resto rit. In theory, you could go N/RT with a similar build and replace the Elite with another Restoration Elite though like [weapon of remedy] I'd sneak [vengeful weapon] on that bar somehow though too. Bargamer
@Sasori: Life is pretty worthless if the to-be-healed is already dead, or already at full health. Taking a skill to kill it on demand weakens your bar even more. I'd take [Recuperation] over Life, if I had to bring a Spirit. It doesn't counter Burning, it just makes red bars go up, and then you have to summon it again, and wait for it to die again. Waste of time, IMO.
Those two skills are optional, for those who don't have EOTN. (I need to replace Mending Grip too, then... Hrm...) The normal PUG tends to over-aggro, which gives Splinter Weapon plenty of targets. And as I said, you don't need to put points into Prot, because it's pretty much only for the Burning-removal, the minimal heal is just frosting. Speaking of frosting, sometime in the past 2-3 years since I played Prophesies, something changed in the Ring of Fire missions. Either Winter is bugged, or the Titans got changed, or something. I dunno. I'll ask around. All I can say is, it worked 2-3 years ago! XD Rangers are great at pulling, and since Rangers, Mesmers, and Eles can do some damage, interrupts, and Wards they're not bad to fill out the party, your mileage may vary. Maybe just one of Rangers or Mesmers, then? With one spot free, that gives you room for 2 Monks, so there. XD (What should a guy bring, 5 Ursan Warriors and 2 Prot Monks and my silly Weapon Spell Resto Rit just to cheer and watch? C'mon, man, cut me some slack. XDDD) Remedy+Vengeful is not as great as you think, because Risen Ash like to do [Strip Enchantment], which takes off TWO Enchantments: Remedy and Zeal. (Look up the skill on the wiki, it got buffed last month.) When they're gone, what are you going to do? You're left with no condition removal. Weapon Spells, Mending Grip, and Wielder's Boon can't be stripped, only interrupted. Also, R+V only takes off one Condition for 10 Energy, while Breath (10E) and Extinguish(15E) takes Burning off the whole party. Unless you're suggesting that you spam Vengeful on the poor Warrior, hoping to remove the second Condition before Burning is re-applied? Sounds like a waste of time... I'd rather go back to putting 3 points in Prot, and take [Mending Touch][Restore Condition] or [Martyr]. Vengeful is only one hit, and only good for Warriors who are constantly taking hits, and therefore getting Burning immediately re-applied, and Casters who haven't learned to kite yet, and probably are not wanding, but casting spells. Assuming you're doing your job and dropping the Weapon Spells on people, Mending Grip and Wielder's Boon does more healing than whatever you're gaining from Vengeful's lifesteal. Martyr isn't a bad idea, actually... You get it in Perdition Rock, before you start seeing Titans... Hrm... @Bront: If you're going N/Rt, you probably couldn't take Extinguish anyways. With that said, you make a few good points, but with only 3 spare ranks, the healing's pretty teeny. It's frosting, really. Ok, Extinguish wins. Weapon of Remedy and Vengeful Weapon as life-steal, aren't bad though. They ARE cheap and pretty spammable, but not too good at condition removal without Wielder's Remedy to help it along. I can't even tell you how many times I was only running Wielder's Boon, and it getting stripped. If I had to deal with the disappointment and frustration of BOTH getting stripped... Yeah, forget it. XP [build prof=Rt/Mo nosave name="Hell's Precipice Resto Experimental" Resto=12+3+1 Spawning=3+1 Prot=12 desc="Just trying this thing out"][Flesh of my Flesh][Resilient Weapon][Weapon of Warding][Wielder's Boon][Mending Grip][Weapon of Remedy][Vengeful Weapon][Extinguish][/build] Hrm... No energy management... ^^;;; [build prof=Rt/Mo nosave name="Hell's Precipice Resto Experimental" Resto=12+3+1 Spawning=3+1 Prot=12][Flesh of my Flesh][Resilient Weapon][Weapon of Warding][Wielder's Boon][Mending Grip][Mending Touch][Martyr][Restore Condition][Weapon of Remedy][Vengeful Weapon][Extinguish][/build] Just looking at how they'd work on the bar, please ignore the 3 Elites and existence of more than 8 skills. XDDD As you can see, without Wielder's Zeal and Spawning Power, and adding Prot, you get a rather different kind of bar. Hrm... [build prof=Mo/Rt name="Hell's Precipice Experimental" nosave Prot=12+3+1 Resto=12 Divine=3+1 desc="Just trying this thing out"][Rebirth][Resilient Weapon][Weapon of Warding][Wielder's Boon][Mending Grip][Mending Touch][Martyr][Restore Condition][Weapon of Remedy][Vengeful Weapon][Extinguish][/build] Hrm... Hey Bront, you might be onto something here... Cosmic Error
The point of [life] is that it's a cheap, fast spirit that you can use to fulfill spirit-conditional spells like [Mend body and soul]. The healing is just a bonus. In your build, you're right, Life would be useless, since it's a weapon spell build.
horseradish
I cannot count how many times [Life] has saved my team from a wipe in Hell's Precipice. All you have to do is to summon it before your party fights.
It would be useless on your Weapon spell build, but it's not a bad skill at all. Bargamer
This thread has been Spawned because I realized it had nothing to do with Minion Bombing, so much as another build a Ritualist could take. No-one PMed me in or out of game, it was something I figured out for myself. Now that we've got that confusion out of the way...
@Cosmic Error and Horseradish: With a three-second casting time, and it dies in 20 seconds no matter what you do, Life is pretty lame. Recuperation is great for longer battles, like taking on the Hell's Precipice Bonus or in the Lich fight, since there are skills you can take to: extend how long the Spirit is alive or lower the recharge. However, none of these skills are in any of the above bars, simply because Spirits can get Burning, there's no way to put a Weapon Spell on a Spirit, no way to remove Burning from a Spirit, and all attacks on a Spirit auto-crit, on top of a Titan's already fearsome damage. And if you're wasting time messing around with your spirit, you're not healing. If there was just some way to COMBINE Life and Recuperation, it'd probably be an Elite. Better than [Preservation] anyhow... XD But yes, Life is a good skill, just not that great for this kind of build. I'm still not that convinced it's that great for this mission. I'll try it out. MasterSasori
Quote:
Originally Posted by Bargamer
|
Quote:
Quote: Originally Posted by Bargamer Speaking of frosting, sometime in the past 2-3 years since I played Prophesies, something changed in the Ring of Fire missions. Either Winter is bugged, or the Titans got changed, or something. I dunno. I'll ask around. All I can say is, it worked 2-3 years ago! XD When was the last time you played the mission? When you do, test Life.
Quote: Originally Posted by Bargamer Rangers are great at pulling, and since Rangers, Mesmers, and Eles can do some damage, interrupts, and Wards they're not bad to fill out the party, your mileage may vary. Maybe just one of Rangers or Mesmers, then? With one spot free, that gives you room for 2 Monks, so there. XD (What should a guy bring, 5 Ursan Warriors and 2 Prot Monks and my silly Weapon Spell Resto Rit just to cheer and watch? C'mon, man, cut me some slack. XDDD) I'm not ratting out Rangers and Mesmers on purpose. I think they're awesome but only in the right hands because good interrupters are just hard to come by and you don't expect to see them in a pug. To be honest, if you bring X Ursan and Y Monks, you don't need anything else. So goes the curse of UB - savior of noobs.
Quote: Originally Posted by Bargamer
Remedy+Vengeful is not as great as you think, because Risen Ash like to do [Strip Enchantment], which takes off TWO Enchantments: Remedy and Zeal. (Look up the skill on the wiki, it got buffed last month.) When they're gone, what are you going to do? You're left with no condition removal
Both have a recharge of 10 and if you were making good use of your enchants, you should be high on energy.
Quote:
Originally Posted by Bargamer
Also, R+V only takes off one Condition for 10 Energy, while Breath (10E) and Extinguish(15E) takes Burning off the whole party.
If you neglected to put on your enchants then yes it costs 10. But hoping that you actually make good use - you'll realize that with your enchants, Vengeful will cost 1 to remove a condition, deal damage, and gain life. If you want to take burning off an entire party then go ahead. Quote:
|