Which secondary profession is most useful for Spirit's Strength builds?

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

I think that the three main professions that are used w/ Spirit's Strength are:
Rt/a
Rt/R
Rt/P

I'm wondering which of the three will be the best in maximizing SS?

I'm really really curious cuz I really love my SS rit and how it can go /D,/A,/P,/R easily

And do SS builds match or outperform/underperform their main prof counterparts?

Edited by Celestial Beaver: Changed thread title for clarity.

Killed u man

Forge Runner

Join Date: Feb 2006

"Best" is personal opinion.

DPS:

The more hits U can land in a second, the higher your DPS will get. If you get +XX damage on those hits, your +XX damage will be more effective on something that its fast, rather than on something that hits slow.

Thus: (Wiki quote)

Daggers 1.33 seconds
Axe 1.33 seconds
Sword 1.33 seconds
Scythe 1.75 seconds
Hammer 1.75 seconds

Spear 1.5 seconds
Bow 2+ seconds

Daggers have the inherent ability to Dual Strike. Every time you Dual Strike, Spirit's Strenght will trigger twice, and thus be more effective than if you were to hit once.

This makes daggers the "best" choice if you're thinking purely about (ab-)using SS to it's max.

Axes/Swords are nice to have for some extra DPS comming from bleeding, DW and whatnot else. Also Distracting Blow, Strike, Chop, Bull's Strike, etc... are HIGHLY effective. (Bull's does BIG damage, regardless of not having strength, you'll hit 100+ easily)

Spears are nice, because spears are overpowered. Melee DPS is always messured on a target standing still. Thus the actual DPS for ANY melee weapon (Daggers, Hammer, sword, axe,...) does NOT reflect it's true DPS, as kiting can easily halve the number. With spears, however, kiting is harder (Strafing does occure, but not hardly as often as hits getting "kited" away).
Thus, even tough Spears seem a weaker choice, the actual DPS is about the same (if not higher) than melee options.

Bows are bad. It's that simply. Rangers, unless your name is pewpew, are not made for DPS, and thus adding a DPS skill to this, is pointless. Yes, you'll do a 50 damage distracting shot, and a 100+ damage sloths, but in overal, you're still not doing that much damage.
The only use I can see for /R, is either the overpowered interrupts (Savage and Dshot) and/or spike builds that have 3 of these spiking at the same time. (Bow's spike damage is redicilously high)

It's the same deal with Scythes. Average DPS is NOT that high, esp. not compared to daggers under SS, but the spike damage, once again, goes through the roof. Get 2 lucky crits, and you'll easily do 300+ damage.

Last but not least, my favorite:

/E:

Conjure flame the motherRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOa, and go totally imba using some Fire AoE.

[build prof=Ritualist/Elementalist][Spirit's Strength][Weapon of Aggression][Conjure Flame][Glyph of Lesser Energy][Meteor][Teinai's Heat][Searing Heat][Resurrection Signet][/build]

-68 DPS (about the same as warrior in Frenzy I think) wanding targets: CHECK
-Overpowered AoE (Searing, Tenai's): CHECK
-Armor ignoring damage: CHECK (SS)
-A whole lot of fun: CHECK

In the end, it's up to you. I pretty much mentioned everything these is to be mentioned, so it's up to you to decide what seems best/most fun

Keira Nightgale

Krytan Explorer

Join Date: Jun 2007

Gulfstream Owners Club [GS]

Rt/R

Rt/war: Final thrust, Sun and moon slash, Protector strike,Flurry, Resilient weapon, Wielder's boon, ss and sight beyond sight that's the build I use for AB. Couple that with a shield, ghostforge insignia, and a +5armor sword pommel and u will have 107+ armor while under a condition, with protector strike you get a lot of adrenaline fast . I found this build a lot of time ago somewhere, credit to the original author.

Rothan Celt

Rothan Celt

Jungle Guide

Join Date: Feb 2008

Aura

Mo/R

Rt/W
Or
Rt/P

I personaly dnt like SS and bows yet i like not having to follow your vic when he/she kites. Rt/War is fun to play and rather effective imo.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Rt/W are pretty basic and all around good, but getting in range to do something is somewhat dangerous, so I don't like them anymore.

Same goes for Rt/A, but since they can essentially spike a target, they're a viable option.

Rt/D takes too much work to maintain enchantments for damage to be reasonable.

Rt/R has always sounded stupid to me because I feel that a Nightmare Weapon bow spike would be more effective.

Rt/P is my favorite simply because it's still ranged and has a pretty good stream of attack.

Rt/E sounds like a very radical and fun idea that I'll have to test sometime.

dilan155

dilan155

Desert Nomad

Join Date: May 2007

living room

N/

Rt/A is a very common one, the double strike daggers can give you some bog numbers, however going /p for ranged DPS thats similar to a warriors as well as being able to do burning, bleeding and DW seems better to me. i would say try each of them on master of damage and see for yourself.

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

My personal choice is Rt/P to stay somewhat out of range. I've heard a lot of people say Rt/A and I guess with Ghost Forge Insignias you'd have 75 armor, but I can't bring myself to play it for any serious amount of time.

I really have to check out that Rt/E, though.

wind fire and ice

wind fire and ice

Jungle Guide

Join Date: Oct 2008

There

[ToA]

Rt/W and Rt/P are best.
/W build would be with a sword(sun and moon slash,sever->gash and soo on).

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Killed u man View Post
Bows are bad. It's that simply. Rangers, unless your name is pewpew, are not made for DPS, and thus adding a DPS skill to this, is pointless. Yes, you'll do a 50 damage distracting shot, and a 100+ damage sloths, but in overal, you're still not doing that much damage.
The only use I can see for /R, is either the overpowered interrupts (Savage and Dshot) and/or spike builds that have 3 of these spiking at the same time. (Bow's spike damage is redicilously high)


Add in Orders + GFTE:


Ohh that was without Splinter ...
Double ohh - and if you are following the Riverside discussion - you'll know that the bow isn't customized
Triple ohh - my Norn title is the highest of the PvE lines - it's 6. Others are HEAVILY below - possibly somewhere around 3 ...
(Add Cracked for the heavy artillery later in the game.)


Also to keep in mind - going /warrior means you have access to SY!

illidan009

illidan009

Wilds Pathfinder

Join Date: May 2008

Volterra, Italy

A/

upier are those 60AL targets? if so then it's pretty good...O_O
I'd recomment Rt/P nonetheless, just for the lulz.

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

Why is it that /r splinter volley hasn't been brought up yet? O-o

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by illidan009 View Post
upier are those 60AL targets? if so then it's pretty good...O_O
Yeah, my guess is that they are.
Although, like I said in the other thread, I did hit for up to 180 in the DoA (on a single target of course!).

Quote:
Originally Posted by Kain Fz View Post
Why is it that /r splinter volley hasn't been brought up yet? O-o It was.

holy_won

holy_won

Pre-Searing Cadet

Join Date: Oct 2007

We Still Got It [MOJO]

Mo/

Here's a screenshot of my ritualist doing about 2000 damage as Rt/R (Spirit's Strength, Splinter Weapon, I Am The Strongest, By Urals Hammer and Volley.

http://www.guildwarsguru.com/forum/s...php?t=10333544

If you are focused on killing mobs, then use Rt/R. If you are focused on killing single targets (such as a boss), then use Rt/P (Spirit's Strength, By Urals Hammer, I Am The Strongest). I don't like Rt/A as much since targets run everywhere and most Rt/A builds don't include a crippling attack skill. In addition, bear in mind the 60 AL of the Ritualist.

I've found that most of these builds have high energy requirements, but the high damage output is continued if you can figure out ways to recover energy.

Moonlit Azure

Moonlit Azure

Krytan Explorer

Join Date: Nov 2007

R/

Makes me want to ditch my ranger! Something I've been wanting to do for a long time but never could.

Too bad my ritualist is hardly far in Eotn. :|

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

1) don't run spirit's strength builds
2) ?????
3) PROFIT

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by holy_won View Post
As fast as I kill mobs, it sure does help. By the time we hit the next mob is almost recharged or already recharged.

Too bad it doesn't work the way its described. Minions are allies and I have found that it doesn't seem to account for minions under 50% hp.
Yeah, I read about the minion thing on the wiki. Makes you wonder if it's intentional. Anyways, I'll give it a shot next time.

Quote:
Originally Posted by FlamingMetroid View Post
1) don't run spirit's strength builds
2) ?????
3) PROFIT Pfft! That's like telling other players not to have fun. SS is for ritus who are tired of having to keep playing a hybrid bar or running a Deadly Arts elite that's well known in this part of the woods.

It's also the only half-way decent use for spawning power. =\

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

Quote:
Pfft! That's like telling other players not to have fun. SS is for ritus who are tired of having to keep playing a hybrid bar or running a Deadly Arts elite that's well known in this part of the woods.

It's also the only half-way decent use for spawning power. =\ woot woot! ftw!

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

Quote:
Originally Posted by kazi_saki View Post
Which secondary profession is most useful for Spirit's Strength builds? Cannot go in the same sentence.

Silicon Based

Academy Page

Join Date: Aug 2007

a Few Good Men

Quote:
Originally Posted by holy_won View Post
I've found that most of these builds have high energy requirements, but the high damage output is continued if you can figure out ways to recover energy. Use a Zealous weapon

digitalruse

Frost Gate Guardian

Join Date: Sep 2007

Unremarkable Destiny

Rt/Me

I have been running this Rt/P build, and have been pretty happy with it:

Channeling Magic: 12 + 1 + 3
Spear Mastery: 9
Spawning Power: 9 + 1

Droknar's Spear (+15%/50, 20% AP, +30 HP)
Celestial Compass of Fortitude (20% HSR Channeling, +30 HP)

Holy Spear, Blazing Spear, Swift Javelin, Wielder's Strike, Splinter Weapon, Weapon of Aggression, Nightmare Weapon, Spirit's Strength

Having weapon's to choose between is nice. I can open with Splinter, then switch to WoA. I chose NW because of enchantment strippers (even NPCs) who would take off SBS and SS leaving me with little to do. In that case, I can pop on NW and still do something decent as well as still spam Wielder's Strike.

Now... all that said, I haven't taken this into HM yet, and if I did I would probably replace one of the weapon skills with Sundering Weapon... though I can't be certain if it would work better than NW since that is an HP drain and thus unmitigated.

Anywho...

-DR

P.S. - I did try a Rt/A, and with Death Blossom and Splinter Weapon you can see some ridiculous numbers... but you are still pretty squishy.... even with Ghost Forge.

P.P.S. - I have on occasion swapped out WoA for Death Pact Signet or something similar in my heroes are slacking.

Tyla

Emo Goth Italics

Join Date: Sep 2006

I'd still go with a Vampiric spear, and use a shield as the offhand. I'd also use Drunken Master above all IAS skills when it comes to an SS Ritualist. Wielders' Strike won't do you much good since your damage will come from autoattacking; bring some sort of deep wound. I'd take Spear of Lightning over Holy Spear. You've got 3 weapon spells and above all, I'd choose Vital Weapon or something similar, so you don't have to spend as much time casting.
Still looking for map pieces, but I will try it when I get it.

Quote: Wielders' Strike won't do you much good since your damage will come from autoattacking; bring some sort of deep wound. I'll give it a try. I would just get frustrated when SBS and SS where stripped off and I sat there twiddling my thumbs.

Quote:
You've got 3 weapon spells... I can't tell if you meant that as a good thing or a bad thing.

Quote:
...and above all, I'd choose Vital Weapon or something similar, so you don't have to spend as much time casting. That requires a dip into communing... so I'll give it a look.

Thanks for the feedback.
-DR

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by digitalruse View Post
I'll give it a try. I would just get frustrated when SBS and SS where stripped off and I sat there twiddling my thumbs.
Autoattacking will still output more damage, to be honest. Under most circumstances I'm going to have atleast one Necromancer with me, and I'll have at least Barbs.

Quote:
I can't tell if you meant that as a good thing or a bad thing. Bad thing. More weapon spells equals more time casting equals less damage altogether. You're best off running that stuff on an off character and having it maintained on you if you want it.

Quote:
That requires a dip into communing... so I'll give it a look.

Thanks for the feedback.
-DR Well, I've not really tried this before, but why not run some sort of wierd team build? Like, 3 SS Rits and a Necromancer using Vital Weapon and Curses / Order buffs? I'm not really sure how the AI handles Vital at all, so I can't really look into that one. I suppose it'll be something fun to run, though.

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

hmm...ya I was thinking of running that but since I switched to a lux guild, i still have to farm to get allegiance rank. Sounds great though!

ALF71BE

ALF71BE

Jungle Guide

Join Date: Jan 2008

In your fridge, stealing your pickles. for mah subway

R/

I will vote /R for a number of reasons:

1.- Volley + Splinter.
2.- D-shot.
3.- Ranged weapon. You're squishy, remember?
4.- Spiking capabilities for the ocassional few remaining mobs.

It has a con, of course; that is, you don't have DW. However, you save one PvE skill slot by not taking [[Great Dwarf Armor], so you can fill it with [[Finish Him!]

Quote:
Originally Posted by Joseph Spiritmaster
I was checking out a well known for being bad builds database for Guild wars (PvX wiki) Fix'd.

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

woot! Lotsa people agrees on /R! But don't Paragon's have better spikability since they attack faster? But PvE-wise, would the attack speed and high dmg skills of the /P matter against the volley + splinter of a /R?

riktw

Wilds Pathfinder

Join Date: Jul 2008

netherlands

Mo/E

volly + spliner or even barrage and spinter deals a lot of damage, and when you have 1 or 2 necro's with mark of pain it is realy fun.
barrage is an elite, so Spirit's Strength and barrage can't go together

riktw

Wilds Pathfinder

Join Date: Jul 2008

netherlands

Mo/E

volly + spliner or even barrage and spinter deals a lot of damage, and when you have 1 or 2 necro's with mark of pain it is realy fun.
barrage is an elite, so Spirit's Strength and barrage can't go together

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

I see alot of Rt/A with daggers going around. I don't see why people would run it though. /R and /P would be my pick since Spears are ownage and so is Volley and dshot.