Introducing ArkFenway - New 1/2 Man PvE Destruction

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Superior rune is three triggers of union, one trigger of displacement/shelter on Arky 1-man communer. Hardly worth it for communing hero.

It's 2 DPS extra per spirit (3 DPS with painful bond). that's 12 DPS for Arky 1-man + splinter (which has best breakpoint at 14 anyway). I would not call that win either.

I'd say running superior runes on Rts gives meh results akin to running any other sup rune and is certainly very far from 'anyone NOT running superior Channeling/Communing runes on their rit heroes are stupid'

It simply lacks 'exponential quality' of having superior death magic rune, imo the only sup rune worth running.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

If I got rid of the minions I'd be losing damage, but gaining defense. Swapping the MM for another high damage hero build would probably be beneficial, although I'm not sure how beneficial. You do gain defense, but you also have less distractions running around, which means the enemies are more likely to attack your party members and the spirits. It's definitely worth a try, though.

radbout

Ascalonian Squire

Join Date: Jun 2009

If you always flag the communing hero back you could consider to give him a sup since he will not be targeted by the monsters. If you flag him very far back you could also avoid some or all of the drawback-effects of minions triggering spirits. This however puts you in a disadvantage when they retreat and you gotta follow them, (where you run out of spirits range). It also means you lose your prot if you are flanked from behind or the side by lets say patrols who will surely target the hero and his spirits.
Depending on the situation using these strategies could prove to be helpful and allow you to run along a mm with minimal drawbacks. Not running a MM = very, very high risk that spirits die = less damage and prot = fail. Imo I think this build needs a MM to be effective.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

I tested running a vanquish of Magus Stones in HM with two Rt/X Communers and one N/Rt Restoration, no minions, and generally speaking Displacement and Union was up until they died naturally. I did wipe once due to stupidly aggroing about 20 frogmen. No "Save Yourselves", only hero/hench. Entire vanquish took around 45 minutes active time. Also quite obviously as demonstrated, running with minions = high risk that spirits die, not the reverse.

Seriously, stop being so scared of a 75hp health loss. It's not the end of the world.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by upier View Post
At the end of the day, this is what it's really important.
We are dealing with Special Olympics here. We aren't running a full human party with max titles, we aren't abusing consumables, ... - so when both approaches succeed, does does it really matter who sucked less?
We are still dealing with something that is sub-par by default.
I cannot necessarily run SY when H/Hing.
I cannot always afford consumables.
I do not always have the maximum rank in whatever titles are relevant to my PvE skills.

I would like to maximise my chances of success considering the above.

I really do not understand why this:
Quote: Originally Posted by upier View Post
so when both approaches succeed, does does it really matter who sucked less? is a relevant statement. I could construct an argument saying something a little more extreme and your logic would still apply.
Of course it doesn't really matter, but that does not progress the discussion.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

In order to say something constructive, let me point out that since I run dual Communing ritualists I also run dual Union and Displacement - I don't use Shelter - and if you give the heroes bars that aren't too similar, they will chain those spirits properly. I suspect that's why I have close to 100% uptime.

radbout

Ascalonian Squire

Join Date: Jun 2009

I have been testing a self-made version of spiritway. I kindof liked the results.

hero 1: a communing rit
same as the one in this link: http://pvx.wikia.com/wiki/Build:Team_-_1_Man_Spiritway

Hero 2: a MM/curses necro same as the one in the link, merely changed fomf for wsr (the shoutrezz is wonderfull), making him a n/p. this is only advised if you dont have the wish for any sort of hex removal which u could switch with a curses skill.

hero 3: a N/rt channel/resto nec that uses soulreaping for more efficient e management.
Using: 8 soulreaping 11 channeling 11 resto.
1 Painfull bond
2 SoS
3 bloodsong
4 splinter
5 life
6 mend body and soul
7 spirit light
8 protective was kaolai

The problems with condition removal and lack of heal have been solved at the cost of some offensive power and life of the spirits.
example:
I did the zaishen bounty (lady of the lake) HM with ease. I just ran onto the frozen lake and got caught in a swarm of patrolling monsters. I flagged my h/h team and constantly had 2 or even 3 groups of monsters agroed. I had some (2-3) deaths but they where rezzed very quickly so it hard to tell (I do love the new shoutrezz).

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Moloch Vein
View Post

Assuming Spawning Power 10:
Shelter @ 14 Communing: Level 11 Spirit with 378 Health and 69 Armor.
Shelter @ 16 Communing: Level 13 Spirit with 434 Health and 81 Armor.

...

I'd still say not running superiors is pretty brain-dead, if you ask me. Ding! Case closed.


On a different topic, I've come to see that Shelter(/Union/Displacement) plus minions isn't the terrible, awful, very bad, no good anti-combo that it first appears.

How bad it is depends on what role you want Shelter to serve. If you're using Shelter to guard against the wtfpwn, then having Shelter fry itself protecting minions and leaving the party unprotected until it comes back up is obviously bad. On the other hand, if you're using Shelter for efficient bulk damage mitigation, having minions is a slight positive, if anything. Every additional hit the monsters need to spend to bring down a minion that Shelter saved is an additional hit that's not being made against a party member. In that sense, preventing a hit against a party member by mitigating a hit against a minion or directly mitigating a hit against a party member is a wash. The slight positive comes in where party members who aren't being hit at all are going to perform better because they don't have to kite, etc. and can concentrate on killing stuff.

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

Quote:
Originally Posted by Chthon
View Post
Ding! Case closed.


On a different topic, I've come to see that Shelter(/Union/Displacement) plus minions isn't the terrible, awful, very bad, no good anti-combo that it first appears.

How bad it is depends on what role you want Shelter to serve. If you're using Shelter to guard against the wtfpwn, then having Shelter fry itself protecting minions and leaving the party unprotected until it comes back up is obviously bad. On the other hand, if you're using Shelter for efficient bulk damage mitigation, having minions is a slight positive, if anything. Every additional hit the monsters need to spend to bring down a minion that Shelter saved is an additional hit that's not being made against a party member. In that sense, preventing a hit against a party member by mitigating a hit against a minion or directly mitigating a hit against a party member is a wash. The slight positive comes in where party members who aren't being hit at all are going to perform better because they don't have to kite, etc. and can concentrate on killing stuff. Which is absolutely EXACTLY why we have Shelter/Union/Displacement in the build. I'm glad you get it

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Chthon
View Post
Ding! Case closed.


On a different topic, I've come to see that Shelter(/Union/Displacement) plus minions isn't the terrible, awful, very bad, no good anti-combo that it first appears.

How bad it is depends on what role you want Shelter to serve. If you're using Shelter to guard against the wtfpwn, then having Shelter fry itself protecting minions and leaving the party unprotected until it comes back up is obviously bad. On the other hand, if you're using Shelter for efficient bulk damage mitigation, having minions is a slight positive, if anything. Every additional hit the monsters need to spend to bring down a minion that Shelter saved is an additional hit that's not being made against a party member. In that sense, preventing a hit against a party member by mitigating a hit against a minion or directly mitigating a hit against a party member is a wash. The slight positive comes in where party members who aren't being hit at all are going to perform better because they don't have to kite, etc. and can concentrate on killing stuff. Everyone questioning these spirits with a MM should definitely read this post. Just wish I would have explained this earlier.

The 3 spirits are doing exactly what they're supposed to do: protect the party. They do this directly and indirectly. When enemies are attacking party members, they spirits are directly protecting the party. When enemies are attacking minions, they're indirectly protecting the party. While the party members may not be affected by them, the minions serve as tanks. The enemies waste their time attacking protected minions while the party kills them. Not only this, the minions are still doing damage, and when they finally die, they're bombs. Now, in general I think tanks are bad, but when you have 10 mini tanks with a bomb on them, they're quite amazing.

Also, amazing times everyone. Please make sure to say whether you're using the 1 man build or the 2 man build, though.

Voodoo Rage

Voodoo Rage

Desert Nomad

Join Date: Mar 2008

Sacramento, CA

Geezers

R/

If I haven't unlocked Razah yet, any thoughts on taking an oath shot ranger as the communing rit? Or would a necro be more effective?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Voodoo Rage
View Post
If I haven't unlocked Razah yet, any thoughts on taking an oath shot ranger as the communing rit? Or would a necro be more effective? I'd say use Xandra as a communing rit, and a necro as a damage dealer/healer hybrid. The communing rit definitely has to be, well, a rit primary.

Voodoo Rage

Voodoo Rage

Desert Nomad

Join Date: Mar 2008

Sacramento, CA

Geezers

R/

Yeah, I tried running a necro with all those protection rituals but I totally forgot that the whole point is for spawning to boost their hit points...

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Voodoo Rage
View Post
Yeah, I tried running a necro with all those protection rituals but I totally forgot that the whole point is for spawning to boost their hit points... Not only that, but runes too. There's a significant difference between 0 SP/12 communing union/shelter/displacement and 11 SP/16 communing unnion/shelter/displacement.

MMSDome

MMSDome

Raged Out

Join Date: Sep 2005

Next time you log on an decide to vanquish and you see me logged in feel free to ask me to join you two FFS. I am always bored doing my gay HB shit, LET ME COME.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Moloch Vein
View Post
You are forgetting the armor increase of the spirits due to having higher level.

Assuming Spawning Power 10:
Shelter @ 14 Communing: Level 11 Spirit with 378 Health and 69 Armor.
Shelter @ 16 Communing: Level 13 Spirit with 434 Health and 81 Armor.

Spirits are notoriously hard to protect. Save Yourselves has no effect on them. Neither does any sort of ward. The armor increase is very significant. This also, perhaps especially so, goes for attack spirits.

I'd still say not running superiors is pretty brain-dead, if you ask me. I though about armor during my previous post and here is what i figured out:

12 armor extra is awesome. But pointless. If your spirits are soaking damage directly on regular basis, something is wrong.

It means that you have ran out of minions, did not flag spammers apart, did not put skills like enfeebling blood to use or all that everything together.

And if your spirits are under fire, your sup wearing heroes standing conveniently next to them will be next and rather soon start getting hits they can not afford.

I'd still say they are pretty much average ... run them if you want, it does increase power of build (doh), but it misses something, there is no truly interesting break point at 15/16 for either att line that is a must-have.

---

BTW: /dancenew for assassins/ritualists summons spirits that trigger off extra healing from Feast of Souls and probably more. Abuse!

Omgopolis

Academy Page

Join Date: May 2007

W/

I've been using the 3 hero setup for a few areas in EotN and it works pretty well. I play on a paragon though, so with SY and TntF, having all the damage reduction from the communing rit seems a bit excessive. It still works pretty well, but sometimes running a restoration/channeling guy or just dropping displacement and flesh for splinter weapon and another damage spirit like anguish is nice.

I'm more fond of using this than discord stuff for sure though, 'cause I'm way too lazy to have to manually trigger 3 discords every few seconds. Now I just need to find someone so I can play around with the 6 hero version.

Also, I haven't had much luck getting minor runes for most attributes, but even without proper runes or weapons the heroes work quite well.

shinslw

shinslw

Academy Page

Join Date: Jul 2006

TLK

Rt/R

Does anyone use Anthem of Disruption, Anthem of Weariness and Crippling Anthem with the offensive spirits, (if you are offensive heavy) These are the only paragon skills that affects the spirits.

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

Quote:
Originally Posted by zwei2stein
View Post
BTW: /dancenew for assassins/ritualists summons spirits that trigger off extra healing from Feast of Souls and probably more. Abuse! What's this?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by zwei2stein
View Post
I though about armor during my previous post and here is what i figured out:

12 armor extra is awesome. But pointless. If your spirits are soaking damage directly on regular basis, something is wrong.

It means that you have ran out of minions, did not flag spammers apart, did not put skills like enfeebling blood to use or all that everything together.

And if your spirits are under fire, your sup wearing heroes standing conveniently next to them will be next and rather soon start getting hits they can not afford.

I'd still say they are pretty much average ... run them if you want, it does increase power of build (doh), but it misses something, there is no truly interesting break point at 15/16 for either att line that is a must-have.

---

BTW: /dancenew for assassins/ritualists summons spirits that trigger off extra healing from Feast of Souls and probably more. Abuse! Extra armor for spirits isn't the selling point for running a superior rune.

Shelter:

12 spawning power, 14 communing

414 health, 47 damage per hit
That comes up to ~9 hits (~18 hits with AoU)

12 spawning power, 16 channeling

474 health, 43 damage per hit
That comes up to ~11 hits (~22 hits with AoU)

Union:

12 spawning power, 14 communing

326 health, 15 damage per hit
That comes up to ~22 hits (~44 with AoU)

12 spawning power, 16 communing

385 health, 15 damage per hit
That comes up to ~26 hits (~52 with AoU)

Displacement:

12 spawning power, 14 communing

385 health, 60 damage per hit
That comes up to ~6 hits (12 with AoU)

12 spawning power, 16 communing

444 health, 60 damage per hit
That comes up to ~7 hits (14 with AoU)

So, assuming AoU is used, sacrificing 75 health gets your party:

4 more 1 hit protective spirits, 8 more 1 hit shielding hands, and 2 more 1 hit critical defenses. Don't forget that ritual lord will recharge rituals 8% faster, and boon of creation will heal 6 more health (not that useful, but throwing it in there).

The difference may not be huge, but it's more than enough to make a difference. So, is it worth it? Well, it comes down to personal preference.

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

Quote:
Originally Posted by Arkantos
View Post
So, is it worth it? Well, it comes down to personal preference. This is the heart of every hero setup. So many variations work well, that you can play with them and decide what suits your profession and playstyle best. Everyone has some slight tweaks to be made to whatever cookie cutter build they're using. For some, it's sacrifiing hero hp for more powerful skills, and for others it's completely changing around a concept to what works best with whatever build they choose to run. This is one of the reasons that making a build that everyone likes is impossible.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Xenomortis View Post
Of course it doesn't really matter, but that does not progress the discussion. Which would kinda be the point.
It stops the discussion once it gets into a loop. Both things work, so both things are good. And that just means more options for the player who might easier find something that suits their playstyle.

But if one is hell-bent to create that ultimate build - then one does not start by using subpar options.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Actually, extra armor is a selling point. The attack spirits will catch aggro, you can't avoid that. If you use minions, your Shelter/Union/Displacement won't stay up (I can get back to that later - suffice to say of course it's not a non-effect to prot minions, but it's not very good, either.)

I did a vq of Sparkfly Swamp today. 48 minutes with one Celerity, one Imbagon, dual P heroes, triple spirit spammers + me as spirit spammer, one ER ele with GDW. We literally ran from mob to mob not even pausing for a cigarette. I didn't have time to flag the rits for the Unions. It didn't matter, it stayed up anyway. I died once, that was the only party death.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

An extra 12 armor isn't going to keep a spirit alive when it's being attacked. You'll get 1, maybe 2 attacks out of it. I wouldn't sacrifice 75 health so my 4 offensive heroes can possibly throw out another attack before they die, and I personally wouldn't say that's a selling point. But as I said, it comes down to personal preference. You take a greater risk for a greater reward.

Also, if you don't think minions and the 3 spirits is a very good choice, I highly recommend you read this post.

TL;DR: Monsters spend more time trying to kill minions, which means they'll take longer to target the party members and damage them. The longer they attack the minions, the more time you have to kill them without your party being damaged.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Oh, I read Chthon's post, and I agree. But, that's not the entire story. Minions increase the total ally group damage you are taking by providing more target for AoE. This makes stuff like Union erode quicker without giving a comparable defensive benefit.

The extra spirit armor is a selling point, not the only selling point.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

When the minions are in AoE, yes, it does make the spirits less useful. But when they're directly being attacked by enemies, the spirits are still indirectly protecting your party by protecting the minions. Take the MM out you lose a lot of damage and meat shields, take the spirits out you lose a lot of defense.

I don't find the extra armor a selling point, you do. It comes down to opinion and personal preference, no point in arguing about it, so let's leave it at that.

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

I ran this build and then got an error 7. Thanks, Arkantos.