Any advice for this build?

Konker2020

Konker2020

Krytan Explorer

Join Date: Jan 2009

Exiled Forcez [Ex]

So my brother and I usually play together, I play Warrior, he plays Elementalist.

We're both familiar with Discordway and have been using variation after variation trying to get the best out of it. Anyway, last night we decided to do FoW HM and we completely rolled it and had our fastest time yet of 2 hours (including the 3 5-10 minute AFKs I had). I still think it could be better, so what are your opinions?

Warrior/Dervish - Me
~~~~
Strength = 12+1+1
Scythe = 12

Eremite's Attack
Mystic Sweep
Protector's Strike
Zealous Sweep
Ebon Battle Standard of Honor
Aura of Holy Might
"Save Yourselves!"
Warrior's Endurance

Necromancer/Monk - Hero 1
~~~~
Death = 12+1+3
Soul = 8
Healing = 10

Discord
Animate Bone Minions
Blood of the Master
Death Nova
Dwayna's Sorrow
Healing Seed
Signet of Lost Souls
Remove Hex

Necromancer/Ritualist - Hero 2
~~~~
Death = 10+1+3
Soul = 8
Curses = 8
Restoration = 10

Discord
Animate Shambling Horror
Rip Enchantment
Enfeebling Blood
Barbs
Life
Signet of Lost Souls
Death Pact Signet

Necromancer/Ritualist - Hero 3
~~~~
Death = 10+1+3
Soul = 8
Curses = 8
Restoration = 10

Discord
Animate Shambling Horror
Rip Enchantment
Weaken Armor
Defile Defenses
Rejuvenation
Signet of Lost Souls
Death Pact Signet

Elementalist/Assassin - Him
~~~~
Fire = 12+1+3
Energy = 8+2
Deadly = 10
Water = 2

Assassin's Promise
Glyph of Sacrifice
Meteor Shower
Mark of Rodort
Deep Freeze
Lava Arrows
Aura of Restoration
Fire Attunement

Ritualist/~ - Hero 4
~~~~
Channeling = 12+1+1
Spawning = 12

Signet of Spirits
Agony
Bloodsong
Painful Bond
Spirit Rift
Splinter Weapon
Boon of Creation
Death Pact Signet

Necromancer/Ritualist - Hero 5
~~~~
Death = 10+1+1
Soul = 8
Restoration = 12

Discord
Putrid Bile
Mend Body and Soul
Spirit Light
Protective Was Kaolai
Recovery
Weapon of Warding
Flesh of my Flesh


Necromancer/Ritualist - Hero 6
~~~~
Death = 10+1+1
Soul = 8
Restoration = 12

Discord
Putrid Bile
Mend Body and Soul
Spirit Light
Protective Was Kaolai
Recuperation
Weapon of Warding
Flesh of my Flesh

This version is slightly modified for FoW, but is generally what we use. So I'm just looking for any suggestions to make it better.

FireWhale

Academy Page

Join Date: Feb 2009

W/E

Some things I noticed:

1. I think making the Rt half channling half restoration could be beneficial. I noticed you guys don't use sups that often, so I would suggest a 12+1+1 restoration (breakpoint for life)/11 +1 channeling/6+1 spawning for extra heals or a 12+1+1 channeling (breakpoint for splinter)/11+1 resto/6+1 spawning to keep up a 5 hit splinter. However, my favorite would be a 12+1+1 resto/11+3 channeling/6+1 spawning for the best of both lines. Something like:

SoS
Splinter
Protective was Kaolai
Life
Mend body/soul
Spirit light
Siphon Spirit
Death pact signet

Either way, the point is that spawning power does not deserve 12 in it and I think the Rt could be better utilized as a healer. There is a minor damage loss from removing pain, agony, and painful bond, but you gain much more benefit as a healer. Don't think you need more healers, but *shrugs*, it's a suggestion. Another option would be to explore the communing line (drop 4 from spawning and put 10 in communing) for pain/disenchantment/blinding/interrupting/etc. spirits.

Finally, if you keep your Rt the same, change spirit rift to Ancestor's rage. It's much much better.

2. You have no prots. If you do change your Rt to a healer, you could make one of those N/Rt healers a N/Mo protter. Very respectable despite the AI's deficiency in smart protting. The endless battery makes up for this so your N/Mo can just cast all the high prots he wants.

3. Withering aura. You have enough overlap anyhow and it's a fantastic skill for you.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Put Strength of Honor on one of your heroes to maintain on you.

laksa and curry

Lion's Arch Merchant

Join Date: Feb 2009

Looks good to me. Damn wished I had a brother to do 2 men H/H with.....

I would have used rez signet in place of death pact. Not a fan of death pact.

Konker2020

Konker2020

Krytan Explorer

Join Date: Jan 2009

Exiled Forcez [Ex]

As far as FireWhale and MisterBs suggestion go, they seem to add to it.

@MisterB, was consider adding SoH, now you've confirmed it
@FireWhale, you have some good ideas as far as that goes, the healing is pretty good.
@laska and curry, I don't like Rez Sig as it requires Moral Boost to recharge (not that I need rez frequently anyways), but DPS works well b/c its quick and even if the guy you rezzed somehow manages to die again (assuming you rezzed him during battle), he doesn't get DP for it. Usually, rezzes should be saved for after battle, the only reason this team has 5 rezzes instead of my usual 2 is b/c of DPS, fast, no cost, more of a benefit than a downfall

Anyway, do you guys think that maybe throwing the other 2 spirits on heroes 2 and 3 and changing the healers to WoH Partyheal spammers with SoLS would be a good idea? Well, 1 and 1 Protter... Not real sure how well it would work, I have had probs with N/Mo healers.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

Certainly no argument about that build in general, but on this particular team I don't see why they want to sacrifice damage for more healing. I kinda think they have enough healing. What I'd do with the Rit instead is make it pure spawning/channeling--in other words, forget about communing. There are enough channeling spirits to do serious damage, and you'll get strong splinter weapons (and nightmare weapons, if you like it) in addition. Make sure painful bond is on there--nice useful AoE hex. A dedicated channeling spirit-spammer is going to do a lot more damage than a channeling/communig hybrid spirit spammer. The only time I'd go with communing is when you already have a channeling spammer in place (and then the combination, with skills like anguish, is pretty effective).

Quote:
Originally Posted by FireWhale View Post
1. I think making the Rt half channling half restoration could be beneficial. I noticed you guys don't use sups that often, so I would suggest a 12+1+1 restoration (breakpoint for life)/11 +1 channeling/6+1 spawning for extra heals or a 12+1+1 channeling (breakpoint for splinter)/11+1 resto/6+1 spawning to keep up a 5 hit splinter. However, my favorite would be a 12+1+1 resto/11+3 channeling/6+1 spawning for the best of both lines. Something like:

SoS
Splinter
Protective was Kaolai
Life
Mend body/soul
Spirit light
Siphon Spirit
Death pact signet

Either way, the point is that spawning power does not deserve 12 in it and I think the Rt could be better utilized as a healer. There is a minor damage loss from removing pain, agony, and painful bond, but you gain much more benefit as a healer. Don't think you need more healers, but *shrugs*, it's a suggestion. Another option would be to explore the communing line (drop 4 from spawning and put 10 in communing) for pain/disenchantment/blinding/interrupting/etc. spirits.

Finally, if you keep your Rt the same, change spirit rift to Ancestor's rage. It's much much better.

Konker2020

Konker2020

Krytan Explorer

Join Date: Jan 2009

Exiled Forcez [Ex]

@Paul Dawg, I agree with that entirely

Anyway, I changed up the builds a little bit. Here they are:

Warrior/Dervish - Me
~~~~
Strength = 12+1+1
Scythe = 12

Eremite's Attack
Mystic Sweep
Protector's Strike
Flail
Ebon Battle Standard of Honor
Aura of Holy Might
"Save Yourselves!"
Warrior's Endurance

Necromancer/Monk - Hero 1
~~~~
Death = 12+1+3
Soul = 8
Healing = 10

Discord
Animate Bone Minions
Blood of the Master
Death Nova
Dwayna's Sorrow
Healing Seed
Signet of Lost Souls
Masochism (testing this atm, not too convinced on the usefulness vs downfall, e-management is better)

Necromancer/Ritualist - Hero 2
~~~~
Death = 10+1+3
Soul = 8
Curses = 12

Discord
Animate Shambling Horror
Rip Enchantment
Enfeebling Blood
Barbs
Well of Suffering
Signet of Lost Souls
Death Pact Signet

Necromancer/Ritualist - Hero 3
~~~~
Death = 10+1+3
Soul = 8
Curses = 12

Discord
Animate Shambling Horror
Rip Enchantment
Weaken Armor
Defile Defenses
Withering Aura
Signet of Lost Souls
Death Pact Signet

Elementalist/Assassin - Him
~~~~
Fire = 12+1+3
Energy = 8+2
Deadly = 10

Assassin's Promise
Glyph of Sacrifice
Meteor Shower
Mark of Rodort
Lava Arrows
Glowing Gaze
Aura of Restoration
Fire Attunement

Ritualist/Monk - Hero 4
~~~~
Channeling = 12+1+1
Spawning = 8
Smiting = 10

Signet of Spirits
Bloodsong
Painful Bond
Ancestor's Rage (I agreed that AR was better than Spirit Rift, but was advised to try it, switched back to AR now)
Splinter Weapon
Strength of Honor
Boon of Creation
Death Pact Signet

Necromancer/Ritualist - Hero 5
~~~~
Death = 10+1+1
Soul = 8
Restoration = 12

Discord
Mend Body and Soul
Spirit Light
Protective Was Kaolai
Life
Recovery
Weapon of Warding
Flesh of my Flesh


Necromancer/Ritualist - Hero 6
~~~~
Death = 10+1+1
Soul = 8
Restoration = 12

Discord
Mend Body and Soul
Spirit Light
Protective Was Kaolai
Recuperation
Rejuvenation
Weapon of Warding
Flesh of my Flesh

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Quote:
Originally Posted by FireWhale
View Post
1. I think making the Rt half channling half restoration could be beneficial. I noticed you guys don't use sups that often, so I would suggest a 12+1+1 restoration (breakpoint for life)/11 +1 channeling/6+1 spawning for extra heals or a 12+1+1 channeling (breakpoint for splinter)/11+1 resto/6+1 spawning to keep up a 5 hit splinter. However, my favorite would be a 12+1+1 resto/11+3 channeling/6+1 spawning for the best of both lines. Something like:

SoS
Splinter
Protective was Kaolai
Life
Mend body/soul
Spirit light
Siphon Spirit
Death pact signet I do play with a Channeling/Resto ritualist, with an almost identical bar to the above except for one skill; I don't bring PwK on him, I have Ancestors' Rage instead. Yes PwK is really really good, but I would rather get 40/40 HSR/HCT on skills for greater throughput on splinter and AR, so I make do with getting my partywide healing from elsewhere. Ancestors' at 14 is actually pretty good, even though it's not armor ignoring, especially given I have Weaken Armor elsewhere in my setup.

However, he does run into energy problems sometimes (even with Siphon Spirit) if the fight is long (generally doesn't happen since I was just vanquishing, and vanquishing is much easier than the EoTN HM dungeons were). PwK is something that I swap in and out depending on how hard the content is I'm doing and who else I'm bringing. It is a lot more fun to play with this more offensively minded Rt than the N/Rt (SoS is so much stronger it's like having a 4th spirit in comparison, and Splinter can do ~70% more damage overall), but there's no question the N/Rt never runs out of energy and the Rt/ certainly can.

Konker2020

Konker2020

Krytan Explorer

Join Date: Jan 2009

Exiled Forcez [Ex]

Quote:
Originally Posted by Gigashadow
View Post
I do play with a Channeling/Resto ritualist, with an almost identical bar to the above except for one skill; I don't bring PwK on him, I have Ancestors' Rage instead. Yes PwK is really really good, but I would rather get 40/40 HSR/HCT on skills for greater throughput on splinter and AR, so I make do with getting my partywide healing from elsewhere. Ancestors' at 14 is actually pretty good, even though it's not armor ignoring, especially given I have Weaken Armor elsewhere in my setup.

However, he does run into energy problems sometimes (even with Siphon Spirit) if the fight is long (generally doesn't happen since I was just vanquishing, and vanquishing is much easier than the EoTN HM dungeons were). PwK is something that I swap in and out depending on how hard the content is I'm doing and who else I'm bringing. It is a lot more fun to play with this more offensively minded Rt than the N/Rt (SoS is so much stronger it's like having a 4th spirit in comparison, and Splinter can do ~70% more damage overall), but there's no question the N/Rt never runs out of energy and the Rt/ certainly can. The only issue with 40/40 sets is that you need a wand and offhand to run it, ad I've noticed that AI changes based on whether it is using a staff or W/O. And the AI seems to operate better with a staff, not that its a huge deal but, I would prefer running 20/20 staff with +60 hp, which isnt that bad for swapping or ashes anyway. On top of the fact that in PvE you could always run EBSoC and use it near your heroes, that's 20 seconds of 60% HSR assuming its maxed. This build does have enough healing, the only problem I've run into, is that the initial heals seem to be a little slow.

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Hex removal would be good.

An idea: your brother could play an Ether Renewal infuser/protter with Great Dwarf Weapon for stronger and more dependable healing/prots. I think an Ether renewal bar has more potential than AP meteor shower+burning (I don't like degen).
Then you can replace one of the discord healers with a Barrage hero or something. Also with scythe, barrage, and GDW you got big damage and lots of KDs. But you would have to trade splinter for that.

Well of suffering is not good because it competes for bodies (2 potential bone minion bombs are better).

Power attack instead of protector's strike imo because isn't it rare to hit moving mobs anyway? Besides you have 2 fast attacks already so you can hit power attack -> mystic, power attack -> eremite's, etc. I haven't played W/D so not sure on this really.

Konker2020

Konker2020

Krytan Explorer

Join Date: Jan 2009

Exiled Forcez [Ex]

To start, Protector's Strike is not solely for damage, well it is, but not directly. It's 1/2s attack speed greatly increases the damage on a group b/c of its fast rate, especially with splinter. IMO degen is good b/c it counters regen, and it really helps to pressure healers, degen used efficiently is really decent. As far as the E/Mo ER Infuse/Prot, I'll mention it to him, and attempt to teach him. I mentioned it before and he just told me that he doesn't like healing. Well of Suffering adds to the pressure and the AI only uses it when there isn't one up that surrounds the enemies that are in range.

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

I would still replace power attack with protector's strike. There is a such thing as an aftercast from your 1/2 attack speed. I would swap out zealous sweep for protector's strike if you want to keep it in there.

Instead of the ward I would go with asuran scan instead. Minions will be blowing up and won't receive much help from the ward. Pain inverter could also be a choice to cast on a high damaging target while you focus on another enemy. Energy shouldn't be a problem.

Toss this build onto the rit hero instead.

http://pvx.wikia.com/wiki/Build:Rt/M...ling_Ritualist