Shelter/Union with Rit Lord

quanta_nomad

quanta_nomad

Ascalonian Squire

Join Date: Nov 2008

After the buff I was thinking of trying out the [Shelter]/[Union]/[Displacement] combo with [Armor of Unfeeling] and [Ritual Lord] without any MM on my party. this combo sounds amazing on paper, but Im not entirely sure how practical this might be.
Anyone running this combo? I'd love to know how useful you guys found this to be.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

compares to imbagon in terms of effectiveness imo

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

It's definitely awesome, and it's something I've been trying to play around with in regards to a hero build, though energy looks tight ATM because I don't know how well heroes use spirit siphon, and I don't have any rit heroes.

For a hero build I'm looking more at an AP hero with this, as the energy would be needed, definitely.

Any input would be awesome

quanta_nomad

quanta_nomad

Ascalonian Squire

Join Date: Nov 2008

I've been trying this build out with AP instead of Ritual Lord and I must admit things look very promising. Energy problem can be bypassed substantially, not to mention I can spam displacement more during a single battle. Need more tweaking from pro players.
I seriously doubt if Heros can run this properly.
BTW needless to say we are talking about HM in this thread; not girly mode :P

Chthon

Grotto Attendant

Join Date: Apr 2007

Yes, AP is the way to go. It gets you the recharge you need to keep the spirits up, plus badly needed energy. You still need more energy yet to keep up with hard fights, so much that both BoC and SS prove necessary.

That pretty much pins down most of your bar:

AP, Shelter, Union, Displacement, Boon of Creation, Spirit Siphon.

Where to go from there is a bit more of a question.

The obvious option since the Great Ritualist Buff is Armor of Unfeeling because it essentially doubles the lifespan on Union and Displacement. You really can't argue with that being a pretty darned good choice.

A less-obvious choice I've been toying around with is GDW+Earthbind. The basic idea is to stretch out spirit life (including Shelter, unlike AoU) by flooring the enemies who would otherwise be making hits that trigger the spirits. Contributing damage to the team is an added bonus.

Couple notes with AP in general:
1. As always, you need a certain level of coordinated killing power on your team to make it work. Use with PUGs at your own risk.
2. As we've learned from other AP builds, heroes really can't use AP reliably because they give it an exceptionally low priority. They *might* do better with this sort of build if you could put them in a situation where everything else was on recharge so they had to use it. Give it a try and see what happens.