Better PUGing by improving your build in 7 steps
Malician
Agreed, esp. re: terrible warrior builds. Ele nukers are the worst, though. I don't need the friggin' damage reduction and the damage itself sucks so bad =//
//AP nuke or sin spam not so bad
///BUT NO-ONE RUNS IT
//AP nuke or sin spam not so bad
///BUT NO-ONE RUNS IT
Arrogant Bastard
Quote:
Originally Posted by The Josip
Pale shadow of a rit? Yea right, 1% difference is pale shadow. Sounds like someone is scared of competition.
A PuG has absolutely no reason to be nit-picky about 1% of damage, and "same builds" happen rarely. There's always some difference among spirit spammers in my PuG teams.
What you're saying has absolutely no touch with reality, and is no use to this discussion. Using the same logic you're using, A PuG would have absolutely no reason to take some professions AT ALL because others are better. But that's not how most PuGs work, nor is it how I or many of us want PuGs to work.
Yea, by 1%. And before super-buff to Rt spirits recently, Ranger spirit spammer was better. And so what?
E/Mo is better than prot monk, and so what? Do you see PuGs refusing to take prot monks and instead GLF for E/Mos? No.
You mean in this thread?
http://www.guildwarsguru.com/forum/s...0&postcount=70
That post is good example of what I'm talking about. Theory only goes so far. You can say someone is a 'pale shadow of a rit', but practice is something totally different. As far as damage, a Rit primary has about a 10% damage advantage:
(Rit= 12 Channeling/9+1 Communing)
(Ele= 12 Channeling/12 Communing)
Spawning power adds some needed durability to spirits when there is AoE damage (or in certain areas where spirits need to tank/stall).
Splinter weapon and GDW widen the gap.
A PuG has absolutely no reason to be nit-picky about 1% of damage, and "same builds" happen rarely. There's always some difference among spirit spammers in my PuG teams.
What you're saying has absolutely no touch with reality, and is no use to this discussion. Using the same logic you're using, A PuG would have absolutely no reason to take some professions AT ALL because others are better. But that's not how most PuGs work, nor is it how I or many of us want PuGs to work.
Yea, by 1%. And before super-buff to Rt spirits recently, Ranger spirit spammer was better. And so what?
E/Mo is better than prot monk, and so what? Do you see PuGs refusing to take prot monks and instead GLF for E/Mos? No.
You mean in this thread?
http://www.guildwarsguru.com/forum/s...0&postcount=70
That post is good example of what I'm talking about. Theory only goes so far. You can say someone is a 'pale shadow of a rit', but practice is something totally different. As far as damage, a Rit primary has about a 10% damage advantage:
(Rit= 12 Channeling/9+1 Communing)
(Ele= 12 Channeling/12 Communing)
Spawning power adds some needed durability to spirits when there is AoE damage (or in certain areas where spirits need to tank/stall).
Splinter weapon and GDW widen the gap.
MasterSasori
The Josip
Quote:
Originally Posted by Arrogant Bastard
Also, you're supporting what I said. If primary Rt took Splinter + GDW + Siphon + Painful Bond + possibly rez, that's 4-5 skills right there, which means he will only take 3-4 spirits. Plenty of room for X/Rt to bring his own spirits. And that's what we're debating about: E/Rt vs E/x.
Quote:
Minor runes (which almost everyone uses in HM) give +8 more damage to the Ritualist, every 2 seconds or so (looking at wiki). In other words
Rt damage: 315
E/Rt damage: 307
Try to place the spirits on Isle of Nameless so they don't hit adjacent bags but only master. But really, this is pure math here now: 315 vs 307, using the spirits you took. While I'm always searching for optimal results, I would like +8 damage, or even +1 damage, but this is not the debate of what is ideal - we're talking about PuG teams where you're lucky if no one quits by the end of the mission, and core debate is about E/Rt vs E/x, not Rt vs E/Rt.
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If you want to talk numbers:
Spawning power adds some needed durability to spirits when there is AoE damage (or in certain areas where spirits need to tank/stall).
We've been through all that in the other thread. Yes.. it adds this and that, which in 99% cases is irrelevant. With 12 Channeling and 12 Communing (plus runes) your Spawning will be at... 3. In a PuG team *I don't want* spirits to tank anything, because to me it's a sign of bad spirit placement. Yes, spirits help sometimes in case of a wipe so some party members can retreat, but in that case I'd prefer you put Flesh of my Flesh or Death Pact on your skillbar. It would help more in PuG team, especially because most don't understand what strategic retreat is.
Arrogant Bastard
Quote:
Originally Posted by The Josip
Sure it has, let's look at it: Minor runes (which almost everyone uses in HM) give +8 more damage to the Ritualist, every 2 seconds or so (looking at wiki). In other words Rt damage: 315 E/Rt damage: 307 Try to place the spirits on Isle of Nameless so they don't hit adjacent bags but only master. But really, this is pure math here now: 315 vs 307, using the spirits you took. While I'm always searching for optimal results, I would like +8 damage, or even +1 damage, but this is not the debate of what is ideal - we're talking about PuG teams where you're lucky if no one quits by the end of the mission, and core debate is about E/Rt vs E/x, not Rt vs E/Rt. |
Rit (12+4 Channeling/9+1 Communing):
34 (x3) SoS
26 Bloodsong
22 Pain
15 (x2 v. hexed) Anguish
21 (x6 spirits) Painful bond
= 306 damage
x/Rit (12 Channeling/12 Communing):
27 (x3) SoS
21 Bloodsong
25 Pain
17 (x2 v. hexed) Anguish
18 (x6 spirits) Painful Bond
= 269 damage
I see no reason not to use a superior rune in pve for casters.
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People doubt EMo is good which is why they dont like them. For comparison, everyone and his pet is spirit spamming.
We've been through all that in the other thread. Yes.. it adds this and that, which in 99% cases is irrelevant. With 12 Channeling and 12 Communing (plus runes) your Spawning will be at... 3. In a PuG team *I don't want* spirits to tank anything, because to me it's a sign of bad spirit placement. Yes, spirits help sometimes in case of a wipe so some party members can retreat, but in that case I'd prefer you put Flesh of my Flesh or Death Pact on your skillbar. It would help more in PuG team, especially because most don't understand what strategic retreat is
The setup I posted was 9 Communing, so you are able to spec 8 into spawning. We did go over this in another thread: Quote:
Even if a primary Rt is only marginally better, which many people doubt
I don't disagree with you though, I prefer using sup runes and mostly use them myself (in general). Quote:
OK, since youre unwilling to be ontopic im going to ignore your post and move on. The thread is about pugs, not about what team you would build when top gvg team decided to do some pve.
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a primary Rit is still BETTER at the job of spirit spamming than a E/Rt!
Who are you talking to? Youre claiming things no one is even disputing. Quote:
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