Dual Splinters

Miteshu

Frost Gate Guardian

Join Date: Feb 2011

R/D

Is bring Dual splinter worth it for a physical player?

I heard it made the game too imba but I would like to hear from the mass.

If so, where can I put it in my SoGM hero in the Spiritway build?

http://www.gwpvx.com/Build:Team_-_Hero_Spiritway

*The filler has Fall back.

SongOf

Academy Page

Join Date: Dec 2007

Drop Dissonance. 25e but only lasts ~23seconds? And recharge is 45seconds, so for 20 seconds nothing is happening. There are MUCH better interrupt sources.

To indirectly answer your question: Bring splinter no matter what, but don't force a second physical hero if you're already fulfilling the same roll- tank/spike/etc.

If you're adamant about simultaneous Splinter use, bind it to ~ and spam it across your entire party as you 1,2,3,4

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by SongOf View Post
You're joking right? Shadow, Pain, Disenchant and Anguish all attack too. No matter what, an attack spirit is going to go.
No.

SoGM, Pain, Anguish, Shadowsong, Disenchant and Dissonance is fine and a very solid build for spiritway. Theres absolutely no need to remove the Dissonance for anything else. Energy is easily handled with boon of creation.

Quote:
Originally Posted by FyrFytr998 View Post
It's life span and recharge are also a non factor if you are running a Soul Twisting variant. Thats also true, but I prefer prot spirits with ST, and attack spirits with SoGM. Thats the best synergy of getting the best use out of spiritway.

SongOf

Academy Page

Join Date: Dec 2007

Quote:
Originally Posted by bhavv View Post
No.

SoGM, Pain, Anguish, Shadowsong, Disenchant and Dissonance is fine. Theres absolutely no need to remove the Dissonance for anything else. Energy is easily handled with boon of creation. *facepalm* You're not helping at all because you're basically saying don't drop anything despite him specifically asking which skill on the SoGM to drop.

Uriel_Wolfblood

Uriel_Wolfblood

Krytan Explorer

Join Date: Oct 2009

The House of Wolfblood

R/

Quote:
Originally Posted by FyrFytr998 View Post
It's life span and recharge are also a non factor if you are running a Soul Twisting variant.
This is true, but since the guy is using SoGM I have to agree that it is more of a hinder than help in this case. I agree with dropping that to run splinter.

Quote: Originally Posted by SongOf View Post
*facepalm* You're not helping at all because you're basically saying don't drop anything despite him specifically asking which skill on the SoGM to drop. Also agree with this. The OP is asking what to drop, not whether the build is good or not. If you think dissonance is fine then suggest something else to drop for splinter weapon, otherwise dissonance is what gets the axe.

madriel222

madriel222

Krytan Explorer

Join Date: Feb 2008

Denver, Colorado

Reign of Judgment [RoJ]

Me/A

Since we have 7 heroes now, I would recommend taking the prot off of the MM and putting AR/Splinter on that hero. Move your prot to a hero that's not spending so much time raising the dead =)

Dusk_

Dusk_

Lion's Arch Merchant

Join Date: Jun 2005

W/

Quote:
Originally Posted by Miteshu View Post
Is bring Dual splinter worth it for a physical player?

I heard it made the game too imba but I would like to hear from the mass.

If so, where can I put it in my SoGM hero in the Spiritway build?

http://www.gwpvx.com/Build:Team_-_Hero_Spiritway

*The filler has Fall back. Wait...I may be misinterpreting this...but...

Right now your SoGM hero has Spawning Power, Communing and Command, and now you want to add in for Channeling? I say Fall Back or Splinter Weapon, not both.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by Uriel_Wolfblood View Post
Also agree with this. The OP is asking what to drop, not whether the build is good or not. If you think dissonance is fine then suggest something else to drop for splinter weapon, otherwise dissonance is what gets the axe.
It is never worth taking splinter wep on the communing rit if you also have a channeling Rit. Dual splinter is completely inferior to one splinter at 14-16 channeling.

The 5 spirits with SoGM would still be better than swapping one of them out for Splinter wep.

To answer the OP asking if dual splinter is worth it, no it isnt. Keeping the 5 communing attack spirits on the SoGM rit is much more worth it. My paragon always has splinter weapon applied with a single channeling rit.

Quote:
Originally Posted by Miteshu View Post
*The filler has Fall back. You can easily fit fall back onto other heroes, you dont need to weaken the spiritway for it. Either necros or ellys make better choices to put fall back on than rit heroes. If you really must use a second splinter, try it on an N/Rt with some decent investment in Channeling.

What are you using for the rest of your team?

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

You have more than those three heroes; why are you trying to put Splinter on one that can't really fit it in?
And yes, two copies of Splinter Weapon can be worthwhile.

Miteshu

Frost Gate Guardian

Join Date: Feb 2011

R/D

My SoS rit has splinter. Except it doesn't use any resto skills since my necro has them.

The rest is Mesway and Discordway.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Don't run Discord on a physical.
Stick a second copy of Splinter on a Nec or something.
Post full builds for unrelenting critique.

Miteshu

Frost Gate Guardian

Join Date: Feb 2011

R/D

http://pvx.wikia.com/wiki/Build:Team.../Spirit/MesWay

SoS rit has:

16 Channeling
9 Command
9 Spawning

SoS/Bloodsong/Painful bond/Spirit Siphon/Splinter weapon/Stand your ground/Fall Back/We shall return

SoGM rit has fall back as a filler.

The Clumsy mesmer has Accumulated Pain for Deep Wound.


I am running Barrage Ranger.