Introducing ArkFenway - New 1/2 Man PvE Destruction
Showtime
Haven't played for a while, but this sounds fun. I will have to try Farkenway.
Shadowphoenix
Hey Dynamic Duo
, congratz on your build it is awesome combining the recently buff ritualist with 2 discords but I will make you a humble opinion, try to replace Rotting Flesh with Withering Aura just to make the conditions for the use of Discord since you're targeting one foe at a time but without the spreading disease and going safe against human foes, again just my humble opinion.
P.D: What is the combination for your Sword/Shield set? (I know Sword is Vampiric Dragon Sword, but the shield didn't recognize in the photo), just asking because I'm a Fashion Victim

P.D: What is the combination for your Sword/Shield set? (I know Sword is Vampiric Dragon Sword, but the shield didn't recognize in the photo), just asking because I'm a Fashion Victim

Jensy
Guildmate and I run this through HM Bogroot for funs, and it's awesome. We're not in it for speed clears, so each run takes us 40 mins or so. We're both SY! command paras, and yeah... thanks for sharing.
Jeydra
Quote:
Originally Posted by pansy malfoy

@Build - just realized this not so long ago: Spiritual Pain destroys this build. Which means against any area with Spiritual Pain (in EotN where I do most of my PvE, that would be the Shimmering Oozes), you'll have to weigh your options carefully before leaving, as well as prioritize any Shimmering Oozes if you run into them (even more so than Earthbound Oozes).
fenix
Quote:
Originally Posted by Jeydra

@Build - just realized this not so long ago: Spiritual Pain destroys this build. Which means against any area with Spiritual Pain (in EotN where I do most of my PvE, that would be the Shimmering Oozes), you'll have to weigh your options carefully before leaving, as well as prioritize any Shimmering Oozes if you run into them (even more so than Earthbound Oozes). This build DOES have that issue, but the benefit of the way the build works is that you can bring literally ANYTHING on your primary character and the build won't be any less effective.
This means you can bring skills designed purely for shutting down Shimmering Ooozes and similar monsters. For example, X/E with Thunderclap, and then wanding to interrupt the skills. Alternatively, you could go /Me and bring Guilt, which would interrupt Spiritual Pain + steal energy.
A great way of taking these challenges on, is to flag back the heroes and running in to take aggro with Prot Spirit on you. This takes the first few spells, after which you can slowly pull them back into spirit range. If you put down Shelter/Displacement/Union before aggroing, you'll tank most damage pretty easily.
Arkantos
Quote:
Originally Posted by Jeydra

@Build - just realized this not so long ago: Spiritual Pain destroys this build. Which means against any area with Spiritual Pain (in EotN where I do most of my PvE, that would be the Shimmering Oozes), you'll have to weigh your options carefully before leaving, as well as prioritize any Shimmering Oozes if you run into them (even more so than Earthbound Oozes). I've never h/h'd through Bogroots, so I wouldn't be able to talk about that. However, I have found that this build is faster and runs smoother in some areas, as opposed to discord/sabway. I've also found that it's slower and not as smooth in some areas. No build is going to be amazing in every single area of the game.
Yes, spiritual pain does destroy this build, if you don't take time to flag heroes and such. The great thing about PvE is that you know what the enemies are running, so you can adapt/change your build. As I said before, it's faster in some areas and slower in others.
Jeydra
I should amend what I wrote. Spiritual Pain destroys this build when it is caught off-guard. When you're ready, when you've flagged heroes / henchmen apart and pre-cast all your spirits, when you're aggro'ing / triggering popups properly with Prot Spirit on you, then the danger from Spiritual Pain is greatly reduced, and this build will roll through the Oozes like any other mob. You don't need to change the build on the player, you can just adapt tactics and beat the Oozes. Especially since Shimmering Oozes tend to be pretty rare, like 1-2 of them in a full mob of Oozes.
On the other hand, if caught by surprise - and Ooze popups are fairly common in dungeons - red bars will not only fall they will fall alarmingly fast. Spiritual Pain, Energy Surge and HM + Fast Casting is a deadly combination, and even one Shimmering Ooze can wipe your party if you leave him alone long enough. It's not long too; I'd give him ~15 seconds before some people start dying. If you trigger unexpected Ooze popups then unless you are so fast as to flag heroes apart ASAP, you really have to lock on to the Shimmering Ooze(s) and kill them first ...
That's why I mentioned Spiritual Pain. The skill is a hard counter to this build. It still works alright, you just need to be more careful. It's rather like fighting Burning Spirits + Flowstone Elementals. If you're ready for them, they're not that bad. If you're not ready for them, then you will suffer.
As for Bogroot Growths, I'd say that standard Sab / Discordway is faster. That's because there're oodles of bodies in the dungeon. With 20, perhaps even 30 minions about as a mobile destructive force, kill speed increases accordingly. At the other end of the spectrum is a place like Oola's Lab. This time there're few bodies so massing spirits will be faster, although of course any thinking player will not bring standard Sab / Discordway into Oola's Lab.
Just some thoughts.
On the other hand, if caught by surprise - and Ooze popups are fairly common in dungeons - red bars will not only fall they will fall alarmingly fast. Spiritual Pain, Energy Surge and HM + Fast Casting is a deadly combination, and even one Shimmering Ooze can wipe your party if you leave him alone long enough. It's not long too; I'd give him ~15 seconds before some people start dying. If you trigger unexpected Ooze popups then unless you are so fast as to flag heroes apart ASAP, you really have to lock on to the Shimmering Ooze(s) and kill them first ...
That's why I mentioned Spiritual Pain. The skill is a hard counter to this build. It still works alright, you just need to be more careful. It's rather like fighting Burning Spirits + Flowstone Elementals. If you're ready for them, they're not that bad. If you're not ready for them, then you will suffer.
As for Bogroot Growths, I'd say that standard Sab / Discordway is faster. That's because there're oodles of bodies in the dungeon. With 20, perhaps even 30 minions about as a mobile destructive force, kill speed increases accordingly. At the other end of the spectrum is a place like Oola's Lab. This time there're few bodies so massing spirits will be faster, although of course any thinking player will not bring standard Sab / Discordway into Oola's Lab.
Just some thoughts.
wiz12268
Haven't tested it out, but since I got back on my ritualist I made the standard spirit spammer type builds, and have xandra on with that guy, haven't gotten to razah yet on him but have razah and xendra on my ranger. So I have fooled around with a few things. A couple spirit spammers and hybrid discord/MM builds and they all seem to work well in most situations. Hell, even with ROJ monks spirit spamming worksbe cause by the time they get away from the wall they are half dead (in hardmode) and 3/4 (dead in NM)
But on the ritual lord one in particular, you have a high channeling, with only one channeling skill, which from what can tell (again not tested deeply) doesn't give all that much energy back to begin with. Then ritual lord itself, is it really that good or even necessary? Because with a 13 communing those spirits will last 56 seconds anyway, and since they are semi defensive they really shouldn't be dying before then, even in a hard mode situation, especially with armor of unfeeling going.
Unless I am missing soemthing that is. Again haven't played too deeply into it and haven't really tested it. I assume that replaced reclaim essence, which you talked about on the first couple pages (I haven't read every page here). But if there is an issue with that one and them casting it out of combat, what about clamour of souls (if youre lloking for energy help) it doesn't really give any energy back, but it is free to cast and is't a half bad AOE, or if you want to have some channeling and are really having power issues, keep channeling at 13 and keep spirit siphon and throw in offering of spirit. Obviously all these skills are predicated on how well heroes cast them in and out of combat, but ritual lord to me doesn't seem to fit for soem reason.
Ahh I guess because of the Minions, these spirits die pretty fast, depending on your spawning power level, and even then they can go fast. Seems to be a slight conflict there, so I would either go full spawning/communing with no channeling to max out the spirits health and armor, and figure out another power source, or hope the minions don't counteract the build too much.
But on the ritual lord one in particular, you have a high channeling, with only one channeling skill, which from what can tell (again not tested deeply) doesn't give all that much energy back to begin with. Then ritual lord itself, is it really that good or even necessary? Because with a 13 communing those spirits will last 56 seconds anyway, and since they are semi defensive they really shouldn't be dying before then, even in a hard mode situation, especially with armor of unfeeling going.
Unless I am missing soemthing that is. Again haven't played too deeply into it and haven't really tested it. I assume that replaced reclaim essence, which you talked about on the first couple pages (I haven't read every page here). But if there is an issue with that one and them casting it out of combat, what about clamour of souls (if youre lloking for energy help) it doesn't really give any energy back, but it is free to cast and is't a half bad AOE, or if you want to have some channeling and are really having power issues, keep channeling at 13 and keep spirit siphon and throw in offering of spirit. Obviously all these skills are predicated on how well heroes cast them in and out of combat, but ritual lord to me doesn't seem to fit for soem reason.
Ahh I guess because of the Minions, these spirits die pretty fast, depending on your spawning power level, and even then they can go fast. Seems to be a slight conflict there, so I would either go full spawning/communing with no channeling to max out the spirits health and armor, and figure out another power source, or hope the minions don't counteract the build too much.
Voodoo Rage
I vanquished Tahnnakai (sp?) Temple with a non-MM version of this build with myself as the Communing Defensive Rit.
Shadowphoenix
Ariena Najea
Quote:
Originally Posted by Jeydra

@Build - just realized this not so long ago: Spiritual Pain destroys this build. Which means against any area with Spiritual Pain (in EotN where I do most of my PvE, that would be the Shimmering Oozes), you'll have to weigh your options carefully before leaving, as well as prioritize any Shimmering Oozes if you run into them (even more so than Earthbound Oozes). I gave this a spin with a friend while doing the ZBounty for Magmus in Heart of the Shiverpeaks. The oozes initially obliterated our party since there were 6+ Shimmerings at the start, but with careful pulling and good luring, I got them to reliably waste Spiritual Pain before dragging them back to the spirits. While it is still not a good idea to bring this to Ooze filled areas, this tactic kept the spirits safe enough, and we were able to take on the entire room of Oozes (that had split multiple times after our wipe) after carefully eliminating the Shimmerings.
Awex Mafyews
Done a bit of testing on the one man build, run it through the recent z-quests on HM and it worked extremely well every time, don't think I or any of the party died once. I personally prefer it too sabway and discordway. Tried it out against Master of Damage and compared it too sabway and discordway and it came out on top by a mile and my best damage in a second was only 3 under the 2 man build at 651. So in my opinion the one man build works just as well and better than the other favoured hero teams out there.
Klotto
Ive tested this build yesterday in Tahnnakai Temple mission HM and I actually liked it. Cant compare to discord thou as I never did that mission in HM before.
But after this one, Ive tried Thirsty River and failed miserably there. Main issue was priest+boss pairs standing in small room-like areas. As soon as combat started, heros summon all the spirits and since you cant pull priest off the shrine, spirits stay out of range and dont dps the priest. Also, its common that spirits may be summoned so they are LoS to the target.
In other words, if you have stationary, non-moving foes or those who drop agro and tend to run to their initial spots, you may have big issue with spirit build. Or its just me? Maybe I was doing something wrong?
But after this one, Ive tried Thirsty River and failed miserably there. Main issue was priest+boss pairs standing in small room-like areas. As soon as combat started, heros summon all the spirits and since you cant pull priest off the shrine, spirits stay out of range and dont dps the priest. Also, its common that spirits may be summoned so they are LoS to the target.
In other words, if you have stationary, non-moving foes or those who drop agro and tend to run to their initial spots, you may have big issue with spirit build. Or its just me? Maybe I was doing something wrong?
fenix
A way to get heroes to cast closer to an enemy is to continue to run PAST the target, and then turn around and engage. This way the heroes will follow you in your original path (away from the enemy), but as they are a distance behind you, when you turn around to attack the target, the heroes will be much closer than if you had ran straight for it.
MMSDome
I was waiting for Fenix to come back from being afk last night to do a vanquish so I decided I would just scroll our way into fow since we were in ToA. It was unbelievably easy to just steamroll our way through everything and the funny thing is all our heros had minions and our build wasn't fow specific. We had no cons and made it to the tower in 5min without any of our party going below 90% health.
Quite easy.
Quite easy.
Show Some Skin
Its really cool you guys made this build, i should learn it so i can use on my rit 
Can you use this build on HM missions? And can your heros run this as well?

Can you use this build on HM missions? And can your heros run this as well?
zelgadissan
Honest question - have you read a word of this thread? All the examples of use are in HM and all the builds being discussed are for heroes.
Arkantos
wiz12268
I fooled around with a few bars on my heroes and finally settled on these 2 for the rits...
Signet of spirits, bloodsong, agony, spirit rift,spitirt boon, splinter weapon, boom of creation and spirits gift. 14 channel 13 spawn. Microing signet helps with this one as if the spirtis don't die heroes won't recast just to gain power. But the intial use of skills is perfect.
Second is Aura of Lich, Summon bone minions, death nova, rejuventaion, sprits gift, explosive growth, boon of creation, Death pact signet. This one require no microing although they don't cast enchants all that efficiently, but almost doesn't matter. 12 death, 7 resto, 13 spawning
Third hero is Necro/Mo jagged bones, animate shambling horror, animate bone fiend, infuse condition, death nova, foul feast, sig of lost souls, last slot is either rez of some kind or patient spirit. 16 death 12 soul reaping 3 healing.
Main guy is I am the strongest barrage ranger.
But I have vanguished all of Elonia with this set up, and cleared all the tormented areas (that allow henchies) in hardmode as well. And also have vanquished all the Asuran areas and half the norn ones. Even tried it in slavers hard mode, with a ranger and winter it is a lot easier so maybe not a fair test, but it did as well as Sabway does in there. But microing and flagging is necessary, but I think that would be the case in there hardmode regardless
I do run a communing build on another toon, but the set up above seems to be the smoothest, definately causes the most damage. Haven't gotten Razah on my main ritualist yet, so haven't tried a 3 rit run yet. But I am sure that would be even smoother, although maybe a little harder to micro since on my ritualist I have to do more than spam one skill (like I do on my ranger with barrage).
But basically I have gtten completely away from Sab and discord builds since they gave the ritualists a little love. Maybe more for a change but I also think they offer a little more, definately offer more meat shileds, and with the power boost from the signet ritualists aren't nearly as power hungry as they sed to be, which was why necros were the "in" thing, never a power issue with them.
Signet of spirits, bloodsong, agony, spirit rift,spitirt boon, splinter weapon, boom of creation and spirits gift. 14 channel 13 spawn. Microing signet helps with this one as if the spirtis don't die heroes won't recast just to gain power. But the intial use of skills is perfect.
Second is Aura of Lich, Summon bone minions, death nova, rejuventaion, sprits gift, explosive growth, boon of creation, Death pact signet. This one require no microing although they don't cast enchants all that efficiently, but almost doesn't matter. 12 death, 7 resto, 13 spawning
Third hero is Necro/Mo jagged bones, animate shambling horror, animate bone fiend, infuse condition, death nova, foul feast, sig of lost souls, last slot is either rez of some kind or patient spirit. 16 death 12 soul reaping 3 healing.
Main guy is I am the strongest barrage ranger.
But I have vanguished all of Elonia with this set up, and cleared all the tormented areas (that allow henchies) in hardmode as well. And also have vanquished all the Asuran areas and half the norn ones. Even tried it in slavers hard mode, with a ranger and winter it is a lot easier so maybe not a fair test, but it did as well as Sabway does in there. But microing and flagging is necessary, but I think that would be the case in there hardmode regardless
I do run a communing build on another toon, but the set up above seems to be the smoothest, definately causes the most damage. Haven't gotten Razah on my main ritualist yet, so haven't tried a 3 rit run yet. But I am sure that would be even smoother, although maybe a little harder to micro since on my ritualist I have to do more than spam one skill (like I do on my ranger with barrage).
But basically I have gtten completely away from Sab and discord builds since they gave the ritualists a little love. Maybe more for a change but I also think they offer a little more, definately offer more meat shileds, and with the power boost from the signet ritualists aren't nearly as power hungry as they sed to be, which was why necros were the "in" thing, never a power issue with them.
Jeydra
Tried (a variant of) this build to H/H Shards of Orr HM, replacing the MM with a Smiter. Failed pretty badly. I was surprised how fast the defensive spirits crumbled to Eruption while the offensive spirits crumbled to Shield of Deflection, and how ineffective Shelter was at keeping the party alive - and that's with 16 Communing, 11 Spawning Power. Guess insufficient enchantment removal and the AI casting all spirits in the same location is a weakness of the build.
fenix
In a zone like Shards of Orr, because there is so much AoE, you would have to flag heroes back, and pull aggro onto yourself, before pulling the monsters into spirit range, that way they have already cast AoE on you, rather than spirits.
Jeydra
That's what I did. No Prot Spirit forced me to rely on Shelter, which died way too fast to be useful. Not to mention Lina has no idea how to heal (or prot), and the spirits couldn't kill targets fast enough given Shield of Deflection, and eventually aggro breaks and Eruption slaughters all the spirits, and even if it didn't Mhenlo and Lina can't keep me alive.
Sad.
Sad.
JoeKnowMo
Farkenway and Sabway/Discordway have trouble in SoO. You have to wipe enemies fast with AoE holy damage like RoJ.
Arkantos
Quote:
Originally Posted by JoeKnowMo

Farkenway and Sabway/Discordway have trouble in SoO. You have to wipe enemies fast with AoE holy damage like RoJ.
This is true.
HM SoO with those 3 hero builds is tough, but possible. However, in PvE you can change your builds. Since you know you're going against a shitton of undead, pack smiting monks, problem solved.
HM SoO with those 3 hero builds is tough, but possible. However, in PvE you can change your builds. Since you know you're going against a shitton of undead, pack smiting monks, problem solved.
Dzjudz
I've been playing with my rit char and 2 rit heroes the last few days and then I found this thread/teambuild. I just have a few observations based on my experience and looking at the build on pvx.
Heroes don't seem to know when to use Boon of Creation and Armor of Unfeeling. I use a communing hero similar the the one on the pvx page, and he often casts armor of unfeeling before casting any spirits and boon of creation after he finishes casting all his spirits. Also, Reclaim Essence is bugged in that the hero activates it upon recharge whenever any party member's spirit is in range. The only good thing is that in battle, he uses it only when the battle is over, thankfully.
I put Spirit to Flesh on the resto hero's bar, but I have never seen him use it by himself. I don't think heroes use it.
Also, the Restoration Rit #2 on the pvx page has spirit siphon with [email protected], which would only net him a gain of 1 energy upon casting. Not very handy.
Sadly, heroes don't seem to know how to use many rit skills. They let Mighty was Vorizun wear off before recasting, often losing all energy and not being able to cast anything. They don't know when to use Signet of Ghostly Might, similar to Armor of Unfeeling.
Rit heroes are fun, but before such usage bugs are fixed, we are better off running our trusty old sab/discord builds. The energy management of rits not speccing into channeling just isn't very good. Heroes don't have spirit mobility aside from using Reclaim Essence, which takes up an elite slot and heroes don't even use it properly. In my opinion heroes should regard Boon of Creation the same way as the attunements from the ele lines, they should keep it up constantly.
In conclusion, running spiritway builds is fun, but it's not very effective (unless you like a lot of microing).
Edit: I've been trying Ritual Lord instead of Reclaim Essence on my communing rit now. Mobility is very good now (67% faster recharge is a lot), but energy management still has issues.
Edit2: I've been tinkering and tinkering some more and I think I might have judged too soon. My spiritway is running pretty good now. I'm a rit myself and I'm using 2 rit heroes and a necro. The communing hero still has a little trouble managing his energy, but the resto hero is doing great.
Heroes don't seem to know when to use Boon of Creation and Armor of Unfeeling. I use a communing hero similar the the one on the pvx page, and he often casts armor of unfeeling before casting any spirits and boon of creation after he finishes casting all his spirits. Also, Reclaim Essence is bugged in that the hero activates it upon recharge whenever any party member's spirit is in range. The only good thing is that in battle, he uses it only when the battle is over, thankfully.
I put Spirit to Flesh on the resto hero's bar, but I have never seen him use it by himself. I don't think heroes use it.
Also, the Restoration Rit #2 on the pvx page has spirit siphon with [email protected], which would only net him a gain of 1 energy upon casting. Not very handy.
Sadly, heroes don't seem to know how to use many rit skills. They let Mighty was Vorizun wear off before recasting, often losing all energy and not being able to cast anything. They don't know when to use Signet of Ghostly Might, similar to Armor of Unfeeling.
Rit heroes are fun, but before such usage bugs are fixed, we are better off running our trusty old sab/discord builds. The energy management of rits not speccing into channeling just isn't very good. Heroes don't have spirit mobility aside from using Reclaim Essence, which takes up an elite slot and heroes don't even use it properly. In my opinion heroes should regard Boon of Creation the same way as the attunements from the ele lines, they should keep it up constantly.
In conclusion, running spiritway builds is fun, but it's not very effective (unless you like a lot of microing).
Edit: I've been trying Ritual Lord instead of Reclaim Essence on my communing rit now. Mobility is very good now (67% faster recharge is a lot), but energy management still has issues.
Edit2: I've been tinkering and tinkering some more and I think I might have judged too soon. My spiritway is running pretty good now. I'm a rit myself and I'm using 2 rit heroes and a necro. The communing hero still has a little trouble managing his energy, but the resto hero is doing great.
madriel222
My friend not having the two rit heroes yet (I know, inexcusable XD), we took the one man team along with three discord necros (myself an imbagon, my buddy running earthshaker) into Vloxen Excavations HM. I cannot believe how smoothly it went! Aside from a wipe on the necro boss, which was completely the minions fault I swear XD, we completely steamrolled it. So, I'll have to give my seal of approval on that one man/three hero version.
Later down the line, I tried the six hero/two player version with me playing my rit and a friend on his dragon slash warrior. To be completely honest, it works, but I can't help but think it could work even better. In my opinion, there needs to be something that sets the ritualist restos apart from the more "traditional" necromancer restos. There's nothing on either of those bars that a necro with infinite energy (and you definitely supply that with the two minion bombers) can't do better. I hate recommending things in the meta because I want more people to break out of it, so I guess the rits should be fine if they spam spirit siphon. Sort of difficult to tell with a constant SY! up, as the rits won't have to heal that much anyway. Most of the time I haven't found recuperation worth it while you're packing rejuvenation, maybe try PwK or even vengeful weapon in that slot? That'd also save your elite slot on that resto, because the only skill with a long enough recharge to warrant reclaim essence would be out of the picture. Just thinking outloud.
Thanks for putting the idea out there, I know a bunch of my friends have had fun with your build ^_^
Later down the line, I tried the six hero/two player version with me playing my rit and a friend on his dragon slash warrior. To be completely honest, it works, but I can't help but think it could work even better. In my opinion, there needs to be something that sets the ritualist restos apart from the more "traditional" necromancer restos. There's nothing on either of those bars that a necro with infinite energy (and you definitely supply that with the two minion bombers) can't do better. I hate recommending things in the meta because I want more people to break out of it, so I guess the rits should be fine if they spam spirit siphon. Sort of difficult to tell with a constant SY! up, as the rits won't have to heal that much anyway. Most of the time I haven't found recuperation worth it while you're packing rejuvenation, maybe try PwK or even vengeful weapon in that slot? That'd also save your elite slot on that resto, because the only skill with a long enough recharge to warrant reclaim essence would be out of the picture. Just thinking outloud.
Thanks for putting the idea out there, I know a bunch of my friends have had fun with your build ^_^
Dzjudz
Quote:
Originally Posted by madriel222

My friend not having the two rit heroes yet (I know, inexcusable XD), we took the one man team along with three discord necros (myself an imbagon, my buddy running earthshaker) into Vloxen Excavations HM. I cannot believe how smoothly it went! Aside from a wipe on the necro boss, which was completely the minions fault I swear XD, we completely steamrolled it. So, I'll have to give my seal of approval on that one man/three hero version.
Later down the line, I tried the six hero/two player version with me playing my rit and a friend on his dragon slash warrior. To be completely honest, it works, but I can't help but think it could work even better. In my opinion, there needs to be something that sets the ritualist restos apart from the more "traditional" necromancer restos. There's nothing on either of those bars that a necro with infinite energy (and you definitely supply that with the two minion bombers) can't do better. I hate recommending things in the meta because I want more people to break out of it, so I guess the rits should be fine if they spam spirit siphon. Sort of difficult to tell with a constant SY! up, as the rits won't have to heal that much anyway. Most of the time I haven't found recuperation worth it while you're packing rejuvenation, maybe try PwK or even vengeful weapon in that slot? That'd also save your elite slot on that resto, because the only skill with a long enough recharge to warrant reclaim essence would be out of the picture. Just thinking outloud.
Thanks for putting the idea out there, I know a bunch of my friends have had fun with your build ^_^ Yes, that 2nd restoration rit should be completely overhauled. Boon of Creation and Reclaim Essence are wasted on only 2 spirits and Spirit Siphon is useless on that bar as it is. Boon of Creation at 13 spawning power needs two spirits casts before it has its own energy cost back, and heroes don't use it properly anyway.
I'll post what I'm currently using with 4-man: (PvXDecode to see them)
Me, channeling: OACjAyiM5QXTlTRb+gQTVT0gMTA
14 channeling, 13 communing, 4 spawning
Communing hero: OACjAyhDJPBzN338xFOhmOzLGA
14 communing, 13 spawning, 4 restoration
Restoration hero: OACjEyiJZSYbUbjTciTOYMMTJXA
14 restoration, 10 channeling, 10 spawning
MM hero: OANDUsldSLVVVVBoBKgbhTfGNA
16 death, 10 soul reaping, 9 healing
I put painful bond on myself since heroes don't use it well (at all?).
Sometimes I micro the communing hero's Boon of Creation. Ritual Lord is great at recharging the spirits to increase mobility. Energy management is a little problematic still.
I put Spirit Siphon on the restoration rit for energy management. As the previous poster said, a N/Rt just has much better energy management with soul reaping and SoLS
. Spirit Siphon doesn't always get used right, but with this many spirits on the ground, this hero hasn't run out of energy yet. I didn't put in Mend Body And Soul, but rather WoR for condition removal. I think heroes use this elite better than Xinrae's Weapon. I didn't put splinter weapon on myself at [email protected] but rather on this hero at [email protected] Personal choice, I think heroes are better at putting it on minions etc than I am. PwK doesn't give enough of a heal imo and it removes the equipped weapon of the hero so I didn't put it in the build.
The MM is a Jagged Bones bomber with hex removal and a little party healing. Since the rits lack hex removal I put it on the 3rd hero. If you have some other form of hex removal or don't need it, you can change this to prot and use prot spirit and aegis or something.
The problem with this build is currently that it needs a rit player for superior spirit power (SoS, painful bond, etc)
Later down the line, I tried the six hero/two player version with me playing my rit and a friend on his dragon slash warrior. To be completely honest, it works, but I can't help but think it could work even better. In my opinion, there needs to be something that sets the ritualist restos apart from the more "traditional" necromancer restos. There's nothing on either of those bars that a necro with infinite energy (and you definitely supply that with the two minion bombers) can't do better. I hate recommending things in the meta because I want more people to break out of it, so I guess the rits should be fine if they spam spirit siphon. Sort of difficult to tell with a constant SY! up, as the rits won't have to heal that much anyway. Most of the time I haven't found recuperation worth it while you're packing rejuvenation, maybe try PwK or even vengeful weapon in that slot? That'd also save your elite slot on that resto, because the only skill with a long enough recharge to warrant reclaim essence would be out of the picture. Just thinking outloud.
Thanks for putting the idea out there, I know a bunch of my friends have had fun with your build ^_^ Yes, that 2nd restoration rit should be completely overhauled. Boon of Creation and Reclaim Essence are wasted on only 2 spirits and Spirit Siphon is useless on that bar as it is. Boon of Creation at 13 spawning power needs two spirits casts before it has its own energy cost back, and heroes don't use it properly anyway.
I'll post what I'm currently using with 4-man: (PvXDecode to see them)
Me, channeling: OACjAyiM5QXTlTRb+gQTVT0gMTA
14 channeling, 13 communing, 4 spawning
Communing hero: OACjAyhDJPBzN338xFOhmOzLGA
14 communing, 13 spawning, 4 restoration
Restoration hero: OACjEyiJZSYbUbjTciTOYMMTJXA
14 restoration, 10 channeling, 10 spawning
MM hero: OANDUsldSLVVVVBoBKgbhTfGNA
16 death, 10 soul reaping, 9 healing
I put painful bond on myself since heroes don't use it well (at all?).
Sometimes I micro the communing hero's Boon of Creation. Ritual Lord is great at recharging the spirits to increase mobility. Energy management is a little problematic still.
I put Spirit Siphon on the restoration rit for energy management. As the previous poster said, a N/Rt just has much better energy management with soul reaping and SoLS

The MM is a Jagged Bones bomber with hex removal and a little party healing. Since the rits lack hex removal I put it on the 3rd hero. If you have some other form of hex removal or don't need it, you can change this to prot and use prot spirit and aegis or something.
The problem with this build is currently that it needs a rit player for superior spirit power (SoS, painful bond, etc)
Biofobico
Just made Tombs HM with 2 man version with a mesmer guildie running an interrupt build and me as a monk AP caller. Done without any wipe and pulling almost every single big mob around the way. Flawless "run" 
P.D - since Im a monk I might try to run a smiter build cause i dont think a AP caller really necessary.
My two cents...

P.D - since Im a monk I might try to run a smiter build cause i dont think a AP caller really necessary.
My two cents...
Urass
I tested the 1 man Spiritway build and found that as the battle moves forward (mostly driven by mindless minions), the spirit heros are unable to keep the spirits engaged by also moving them forward. Not sure how to deal with that.
MercenaryKnight
Is there any chance that they will update the ai to use reclaim essence properly without needing a staff? Or if anyone can describe what issues happen if they don't have a staff?
Dzjudz
Quote:
Originally Posted by fenix

Quote:
As for it being a 'waste' with only 2 spirits, we bring it not for the energy (energy is loleasy to maintain with Boon), but because it recharges the spirits.
Boon of Creation with 2 spirits, one 15 and one 25 energy? First off, BoC needs 2 spirit casts to get its own energy cost back, and it makes the spirits after that effectively cost 10 and 20 energy. I think a better solution would be to move Rejuvenation and Life from Resto#1 to Resto#2 and remove Recuperation from #2 (I don't think the cost of Recuperation weighs up to the advantages). Spirit Siphon can be removed to make space (honestly, you must admit that Spirit Siphon at 3 Channeling is completely useless). This way Boon of Creation and Reclaim Essence make much more sense (Life and Rejuvenation spammable = yay). This frees up 3 spots on Resto#1 (Boon of Creation can be removed since the spirits are on resto#2). Any thoughts on this proposal? Quote:
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