Introducing ArkFenway - New 1/2 Man PvE Destruction
zwei2stein
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.
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
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
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.
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
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.
Seriously, stop being so scared of a 75hp health loss. It's not the end of the world.
Moloch Vein
Quote:
Originally Posted by Bill Clinton

75 Health loss is more than you know.
I'm quite sure it's not more than I know.
Bill Clinton
Quote:
Originally Posted by Moloch Vein

I'm quite sure it's not more than I know.
I meant that there is more to it than meets the eye. Was that so difficult to comprehend?
And get back on subject.
And get back on subject.
upier
Moloch Vein
Quote:
Originally Posted by upier

when both approaches succeed, does does it really matter who sucked less?
Actually, yes, yes it does.
Xenomortis
Quote:
Originally Posted by upier

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 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:

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.
Of course it doesn't really matter, but that does not progress the discussion.
Moloch Vein
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
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).
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).
Voodoo Rage
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
Quote:
Originally Posted by Voodoo Rage

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
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
Quote:
Originally Posted by Voodoo Rage

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
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.
Omgopolis
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.
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
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
Quote:
Originally Posted by zwei2stein

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

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.
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
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.
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
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.
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
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.
The extra spirit armor is a selling point, not the only selling point.
Arkantos
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.
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
I ran this build and then got an error 7. Thanks, Arkantos.