Introducing ArkFenway - New 1/2 Man PvE Destruction
Voodoo Rage
Any recommendations if you are playing as a ritualist yourself? It seemed to make sense to me that you would want to carry any of the "depleting" spirits on your character (Union, Shelter, Wanderlust, etc...) since you have the advantage of being able to heal spirits with the Summons skill. This would free up lots of fun stuff for Razah (or maybe just giving him 3 restorative skills too duplicate with the Channeling rit). 3 hero still being a necro, MM/Curses hybrid.
Xenomortis
A human rit can run the defensive spirits much more efficiently than a hero could ever manage. I've found by keeping BoC up and casting Spirit Siphon on every spirit I raise immediatly after summoning, I never run out of energy. Not sure how well it'd hold up in a really long fight and BoC being stripped hurts a lot.
MercenaryKnight
A human would most likely be able to run assassin's promise with a few skills to trigger discord (you move like a dwarf, pain inverter) then just run your spirits in the free slots. Seems like the best of both offense and defense. Attribute spread may be a bit bad but with instantly recharged spirits it shouldn't matter much.
Voodoo Rage
I wish the codes worked again. Anyway, here's what I was thinking:
Me as a ritualist/assassin - Assassin's Promise supporter running Union, Shelter, and Displacement. This seems to make the most sense with Summon Spirits buying more hits with the healing and AP (which a hero can't handle). AP also gives me that extra energy I need to replace those expensive spirits. Other skills on bar: Boon of Creation, Armor of Unfeeling, and Vampirism
Razah as a Communing attacker - Reclaim Essence, Pain, Anguish, Shadowsong, Dissonance. Other skills on bar: Boon of Creation, Armor of Unfeeling, Rez
Xandra as a Channeling SoS/Minion Bomber hybrid - Boon of Creation, Explosive Growth, Spirit's Gift, Signet of Spirits, Bloodsong, Painful Bond, Animate Bone Minions, Death Nova - not sure what you guys think of this build. I originally had her specced with some restorative spells to heal and had the necro as a dedicated minion master but it seems like the multiple spawns triggering Boon of Creation right right and left pretty much gives her limitless energy.
Master of Whisperers as a Resto Healer - Kind of the old tried and true Sabway healer (I threw in rejuvenation for the hell of it).
I haven't done any hard mode testing with this build but as a human player, I seem to be able to pretty much keep up my own spirits at will as long as I keep my energy pool cycling with Assassin's Promise.
Me as a ritualist/assassin - Assassin's Promise supporter running Union, Shelter, and Displacement. This seems to make the most sense with Summon Spirits buying more hits with the healing and AP (which a hero can't handle). AP also gives me that extra energy I need to replace those expensive spirits. Other skills on bar: Boon of Creation, Armor of Unfeeling, and Vampirism
Razah as a Communing attacker - Reclaim Essence, Pain, Anguish, Shadowsong, Dissonance. Other skills on bar: Boon of Creation, Armor of Unfeeling, Rez
Xandra as a Channeling SoS/Minion Bomber hybrid - Boon of Creation, Explosive Growth, Spirit's Gift, Signet of Spirits, Bloodsong, Painful Bond, Animate Bone Minions, Death Nova - not sure what you guys think of this build. I originally had her specced with some restorative spells to heal and had the necro as a dedicated minion master but it seems like the multiple spawns triggering Boon of Creation right right and left pretty much gives her limitless energy.
Master of Whisperers as a Resto Healer - Kind of the old tried and true Sabway healer (I threw in rejuvenation for the hell of it).
I haven't done any hard mode testing with this build but as a human player, I seem to be able to pretty much keep up my own spirits at will as long as I keep my energy pool cycling with Assassin's Promise.
fenix
Currently in the process of grinding a Rit through the game to explore a 3 rit/1 nec four man build. Have discovered a few quirks with the way the heroes use skills, using a Staff as a weapon DEFINITELY makes things work properly.
Once I get my rit....done, I'll post up an edited build.
Currently I'm running Signet of Spirits on my own bar, Ritual Lord on Xandra and bringing Livia (Discord) and Gwen (Ineptitude) as my other heroes.
The spirits are hilariously strong still, even with just 1 offense character (meeeee).
Once I get my rit....done, I'll post up an edited build.
Currently I'm running Signet of Spirits on my own bar, Ritual Lord on Xandra and bringing Livia (Discord) and Gwen (Ineptitude) as my other heroes.
The spirits are hilariously strong still, even with just 1 offense character (meeeee).
MagmaRed
Not sure if it would be worth the trouble, but one thing I had considered for the Signet of Spirits Rit would be to use Signet of Ghostly Might. This would increase the damage a LOT due to the IAS and damage buff both. However, it would require a Rit to take SoGM and the SoS Rit to run Rt/Me for Arcane Mimicry. Would this be worthwhile, or a waste of skill slots/elites?
Tenebrae
It would be great idea with 2 man team but still long recharge for arcane mimicry i think. When i saw so many spirits i couldnt help thinking about a little rupture soul spike with destruction (or any other fast rech spirit ) and Spirit Rift , it would be like trapping but with a Rit team instead of rangers.
Ofc is slower and needs good timing and proper targetting but you know , its cool to see 4-6 mobs explode in a few secs
/pray for DWGlaive to have 20% AP.
PD: Have Shaman insignias been removed from game ? i havent seen one since the big rit buff update
Ofc is slower and needs good timing and proper targetting but you know , its cool to see 4-6 mobs explode in a few secs

PD: Have Shaman insignias been removed from game ? i havent seen one since the big rit buff update

AtomicMew
Quote:
Originally Posted by Tenebrae

PD: Have Shaman insignias been removed from game ? i havent seen one since the big rit buff update
They're al bought out ;o
btw what does PD mean?

btw what does PD mean?
Picuso
Quote:
Originally Posted by traversc

btw what does PD mean?
PD = Postdata.
the same as P.S. ^^'
the same as P.S. ^^'
SimplyAmazing
I tweaked a very similar build 5 minutes after the update, it does work very nice, but it definitely has it's weaknesses. I'm still unsure of Shelter, i'm not sure if the downtime (even with reclaim) is worth the 3 seconds of prot it provides. The only effective way to use shelter is with Ritual Lord, but any bar running that as elite is a waste of a player.
Mr Emu
so, as most of us know by now, its pretty easy to combine the death and channeling skills onto one bar. thus, for the 3-man, one can run a rt/n (or n/rt) with that combo and a straight communing/spawning rit with reclaim (or n/rt with WoQ or soul twisting, potentially) and cram most of the build into two bars. the question is what do you put into the last slot that synergises, and is it worth it to slim down the existing bars in that way?
fenix
You can combine SOME channeling skills and the death skills onto one bar, but there are still a large number of offensive skills you can put on a 3rd hero, potentially a N/Rt if you're feeling brave. Alternatively, you could make the 2nd rit offensive, and have a N/Rt do defense, since the energy isn't going to be a problem anyway.
Mr Emu
Lets assume you use pbond, splinter, SoS, bloodsong, animate, nova, boon and fomf
and
shadowsong, pain, union, shelter, displacement, armor of unfeeling, reclaim, boon
you lose: discord, putrid, spirit light, life, fomf, enfeebling, barbs, rip
you gain: pain, shadowsong, another hero slot
So you lose 8 slots and gain 10, essentially cleaning off some spirit siphons. The question is, can you make a bar that, combined with pain and shadowsong, is more effective than the 8 skills above listed. It seems like that should be possible, I just don't know what the most effective bar there would be.
and
shadowsong, pain, union, shelter, displacement, armor of unfeeling, reclaim, boon
you lose: discord, putrid, spirit light, life, fomf, enfeebling, barbs, rip
you gain: pain, shadowsong, another hero slot
So you lose 8 slots and gain 10, essentially cleaning off some spirit siphons. The question is, can you make a bar that, combined with pain and shadowsong, is more effective than the 8 skills above listed. It seems like that should be possible, I just don't know what the most effective bar there would be.
Carnivorous Cupcake
I have two question about this build.
Isn't using defensive spirits such as Union, Shelter, Displacement, Rejuvination somewhat counter productive with high number of minions?
How well do heroes cope with Reclaim Essence?
Has this build been extensively tested outside Isle of Nameless?
Thanks.
Isn't using defensive spirits such as Union, Shelter, Displacement, Rejuvination somewhat counter productive with high number of minions?
How well do heroes cope with Reclaim Essence?
Has this build been extensively tested outside Isle of Nameless?
Thanks.
English Warrior
Carnivorous Cupcake
English Warrior
Spirits I have mentioned above effect Minions, this greatly decreases their life time while preventing some of them from exploding.
Spirits I have mentioned above effect Minions, this greatly decreases their life time while preventing some of them from exploding.
Voodoo Rage
Quote:
Originally Posted by Carnivorous Cupcake

Spirits I have mentioned above effect Minions, this greatly decreases their life time while preventing some of them from exploding. Whether it is a minion taking the damage or a hero, it is still absorbing damage that would have gone to SOMEONE'S red bar that would require healing. But yes, if a minion is taking damage from an AoE spell that is hitting everyone else regardless it is a waste.
trankle
Quote:
Originally Posted by Carnivorous Cupcake

Spirits I have mentioned above effect Minions, this greatly decreases their life time while preventing some of them from exploding. Please. Read. The. Thread.
This has been discussed at length.
----------
My guildie and I used the two-man build to vanquish Joko's Domain and the Hidden City last weekend. It worked swimmingly.
We did modify it slightly; he was an ES warrior, and I was a MS/DB sin with Brawling Headbutt, so we replaced Pain with Earthbind. I would definitely recommend this variation for a team utilizing KD's.
Regarding Reclaim Essence: I played in Frostmaw's dungeon recently, and both the wurms and incubii would do their typical pop-up, disappear, reappear routine, which tricked my hero into thinking the fight was over, and using Reclaim. I found that disabling and micro-ing Reclaim in those situations was the way to go.
Arkantos
Quote:
Originally Posted by Carnivorous Cupcake

I have two question about this build.
Isn't using defensive spirits such as Union, Shelter, Displacement, Rejuvination somewhat counter productive with high number of minions?
How well do heroes cope with Reclaim Essence?
Has this build been extensively tested outside Isle of Nameless?
Thanks. That's 3 questions.
1) No, it's not. Read this quote/post.
2) From what I've been hearing, they only use it correctly with a staff. My heroes always use a staff, so they use it fine for me.
3) Yes, it has. Fenix and I have done multiple vanquishes and missions with it, others have done vanquishes and missions with it. Some have claimed to have done UW/DoA/Urgoz (pretty sure in HM) with a few humans and similar hero builds.
Isn't using defensive spirits such as Union, Shelter, Displacement, Rejuvination somewhat counter productive with high number of minions?
How well do heroes cope with Reclaim Essence?
Has this build been extensively tested outside Isle of Nameless?
Thanks. That's 3 questions.

1) No, it's not. Read this quote/post.
2) From what I've been hearing, they only use it correctly with a staff. My heroes always use a staff, so they use it fine for me.
3) Yes, it has. Fenix and I have done multiple vanquishes and missions with it, others have done vanquishes and missions with it. Some have claimed to have done UW/DoA/Urgoz (pretty sure in HM) with a few humans and similar hero builds.
Hesperus
This build is amazing me and a buddy have almost VQ'ed all of cantha with it. Its that amazing you should be proud ppl who are complaining it works :O trust me *wink*
Life Bringing
Suggestion time! Lose 1 Death Nova and lose rotting flesh for something else.
Carnivorous Cupcake
Life Bringing
I agree.
You can take another Putrid Bile for example so targets will explode more often. Two Death Novas are unnecessary in my opinion.
Vodoo Rage
Fair enough. It might actually save your wall from being wiped with aoe before real combat starts.
Arkantos
Thanks for answers and yes I know it's three questions, originally was two but then I made the third one and forgot to change the top bit. :P
I agree.

You can take another Putrid Bile for example so targets will explode more often. Two Death Novas are unnecessary in my opinion.
Vodoo Rage
Fair enough. It might actually save your wall from being wiped with aoe before real combat starts.
Arkantos
Thanks for answers and yes I know it's three questions, originally was two but then I made the third one and forgot to change the top bit. :P
MercenaryKnight
Having 2 copies of death novas can actually be beneficial. If you have a decent size of minions and 2 copies you will have more initial damage (assuming minions make it into range). For the times the damage happens it's great, think it's a worthwhile skill to bring imo.
Not really a whole lot you can change around for the rotting flesh slot. Could bring like one copy of shield of absorption and one spirit bond. Just so that way in the off chance some high damage starts rolling in (harder areas) you could easily survive.
Not really a whole lot you can change around for the rotting flesh slot. Could bring like one copy of shield of absorption and one spirit bond. Just so that way in the off chance some high damage starts rolling in (harder areas) you could easily survive.
Arkantos
Having 2 death novas isn't necessary, but it allows your heroes to enchant more minions in less time. Can be replaced by something else. As for rotting flesh, it's there for AoE condition. You can replace it with enfeebling blood if you want to bring SR down to 8 and curses up to 5.
Voodoo Rage
Back to the build I posted on the last page. Any thoughts on the Explosive growth minion master? It seems that with Signet of Spirits triggering THREE times and Summon Minions triggering twice, that Explosive Growth and Spirit's Gift (and Boon of Creation of course) are worthwhile.
Arkantos
It seems pretty decent. Explosive growth + signet of spirits + animate bone minions can deal quite a bit of damage. Pretty good party heal/condition removal, and energy management should be fine. The only problem is, heroes are shit at using the 3 enchantments, so you'll probably have to micro them a lot.
fenix
My issue with 1 copy of Death Nova is whether the MM with it can manage to cast it on 20 minions and still manage to do ANYTHING else. I figure 2 copies takes a lot of stress off the MM and allows them both to do Prot and their offensive skills more effectively.
Voodoo Rage
Holy crap, I was playing in Sparkfly Swamp just now using my Arkfen variation that I posted (normal mode mind you...) and I aggro'd a pack of Angorodons + that nasty pack of Tyranosaurs with the boss + a roving pack of raptors thrown in for good measure, and I wiped the plate with them. Not a single fatality or even close to one. Nice!
Hamosch
Hey havent had time to test the build yet but wouldnt SoH on one of the necro MM:s be great with all extra points in Smiting that would allow you to take like smite hex and judgers insight for holy dmg if needed :P. especially seeing as both of you are running physical characters. Energy should be to much of a problem i guess otherwise just give him castigon signet.
But the build looks awasome will try it out tonight (with SoH cuz i never leave an outpost without it anymore XD)
But the build looks awasome will try it out tonight (with SoH cuz i never leave an outpost without it anymore XD)
Darcy
I just vanquished Twin Serpents Lake area in Prophecies with the one-man build. Only problem was when a White Mantle ele got off a AoE spell because my warrior got body blocked by Knights. The rest of area (very hex-heavy with Icetooth Bog Skales and Mergoyles) went smoothly, almost no deaths and no real problems.
It is a 6-man party area and I added Orion and Alesia to the mix.
It is a 6-man party area and I added Orion and Alesia to the mix.
SirSausage
I must say this build is pretty awesome.
For testing I played Nolani Academy on Hard Mode (Only me with heroes).
I was a bit skeptical at first because it's a 4 player mission and they tend to be very hard even with heroes. To my surprise, it did exceptionally well. I cut through the charr mobs like a heavy axe falling on someones neck.
But there was one situation where Rurik leeroyed into a charr mob with one of those necros. His health dropped to 50% and the heroes didn't heal him at all (even though I was pinging Rurik like mad), but after the fight they healed him up. I will continue testing.
For testing I played Nolani Academy on Hard Mode (Only me with heroes).
I was a bit skeptical at first because it's a 4 player mission and they tend to be very hard even with heroes. To my surprise, it did exceptionally well. I cut through the charr mobs like a heavy axe falling on someones neck.

But there was one situation where Rurik leeroyed into a charr mob with one of those necros. His health dropped to 50% and the heroes didn't heal him at all (even though I was pinging Rurik like mad), but after the fight they healed him up. I will continue testing.

Banane-O-Man
Spirit transfer would be a great "unfusion like" heal.
Pocketmancer
Currently, I'm running the 2-man version of this by myself and my paragon mule. All the paragon does is follow me around and yell random buffs that aid the entire party and I want to say that the red bars hardly ever go down unless the enemy party has 6 elementalists and they're all using some DoT AoE spell on one target location. In addition to the red bars never going down, the enemies are plopping and exploding like none other. Funky overpowered stuff this build is.
Edit: I also want to add that my Elementalist main was playing as a spirit spammer. It's pretty fun seeing so many spirits all around.
Edit: I also want to add that my Elementalist main was playing as a spirit spammer. It's pretty fun seeing so many spirits all around.
Carnivorous Cupcake
I ran through some areas on HM with this build, also DoA.
Can't really say I like it. Yes, it rolls but everything with huge wall, Discord and some restorers is going to roll. Damage seems too random because sprits refuse to focus on one target and it felt as if I'm the main person doing all the killing (Warrior).
I still find it more fun to take down a bos in one spike with 2/6 Discordway.
Can't really say I like it. Yes, it rolls but everything with huge wall, Discord and some restorers is going to roll. Damage seems too random because sprits refuse to focus on one target and it felt as if I'm the main person doing all the killing (Warrior).
I still find it more fun to take down a bos in one spike with 2/6 Discordway.

Bobby2
Build needs a new name, ArkFenway sounds like crap. 
(MJWay? GoAWay? UOKay?)

(MJWay? GoAWay? UOKay?)
Voodoo Rage
Quote:
Originally Posted by Bobby2

Build needs a new name, ArkFenway sounds like crap. 
(MJWay? GoAWay? UOKay?) Aw, let them have their moment Killjoy...

(MJWay? GoAWay? UOKay?) Aw, let them have their moment Killjoy...

superraptors
move the f to the beggining
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Free Porn Vides
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Free Porn Vides
Jeydra
Gave this build concept - not the build itself, but the build concept - a try, and I'll say it's extremely effective. The concept has its downsides of course, for example you are hindered by line of sight, you cannot push damage to pursue kiting monsters, and so on. But it is extremely effective, and critically the Ritualists don't rely on bodies. The concept is powerful enough that I think it is overall more stable than standard triple-Necro, although certain areas still favour triple-Necro.
This build in particular though ... I am more skeptical. There's a MM using Curses when he should be spending time throwing up Death Nova's and using his animate skills. Not much damage on the two Ritualists. A purely defensive Ritualist, for what purpose? What do you need so much defense for anyway?
I'd thrash the (really rather forced) healing in the build and go full out Channeling + Comunning, with the MM, and rely on henchmen for heals - or else plain go without heals, which is something I really should try out in 4-man areas.
This build in particular though ... I am more skeptical. There's a MM using Curses when he should be spending time throwing up Death Nova's and using his animate skills. Not much damage on the two Ritualists. A purely defensive Ritualist, for what purpose? What do you need so much defense for anyway?
I'd thrash the (really rather forced) healing in the build and go full out Channeling + Comunning, with the MM, and rely on henchmen for heals - or else plain go without heals, which is something I really should try out in 4-man areas.