Is The Signet of Spirits Ritualist Hero Really Worth Bringing?

Gladiator Steven

Academy Page

Join Date: Mar 2010

United States

R/Mo

I understand I'm opening up a can of worms here but lets be rational:

Everyone considers the SoS ritualist to be a major part of any team build whether it be discordway or 7 hero player support. The fact of the matter is, the SoS hero just takes a long time to set up spirits.

Lets look at the skills:

Signet of Spirits: No energy, 30 second recharge time.

Blood Song: 5e, 30 second recharge time

The core and key skills of any SoS build.

Hopefully, we all know heroes can't have summon spirits equipped on them which would make this build a heck of a lot more powerful if they could so how is this skill bar viable when the recharge times are long and you breeze through enemies with the rest of your heroes?

Personally, I run three discord heroes, AoTL MM, 2 e-surge mesmers, and Invoking Lightning.

With AoTL, I usually have a wall of minions up and running within the first two or three mobs therefore supplying me my wall of protection.

The 20 or so damage benefit you receive from bloodsong is negliegble and weak, lets face it.

Sure you get spirits from the air and quickly but when its all said and done, you'll usually see your SoS rit trailing behind gasping for air. And when one or two enemies are left standing in a mob, the SoS only than sets his spirits up.

I'll be testing areas that would seem to prove rather difficult without the use of a SoS ritualist (e.g. Vloxen Excavations) and will post screens and share my results as time progresses.

il Priscilla il

il Priscilla il

Frost Gate Guardian

Join Date: Oct 2011

cake

W/

I personally have the SoS, as moderate damage, but provides aggro relief due to mobs shifting aggro to spirits, as well as painful bond, increasing the dps of the spirits pretty significantly. Simultaneously providing some pretty decent cond removal / heals.

It's a multifaceted build which is why it's so desirable.

I go with 4-*5 mes, *sos, bip/resto, u/a (removing a mesmer if I need the bonus of added defense over offense, usually in select areas of HM / missions). Additionally, SoS tagged with a SoGM is huge defense that can sustain pretty much indefinitely, making any area of the game a paced walk in the park.

If you are having trouble with your SoS delaying its cast, then simply shift click the skill and micro it to what you require.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

Ancestors rage and splinter weapon are part of a hero sos build. Couple those in with sos and you still have 5 skill slots left to do with what u like. Most run a channeling/restoration split.

I'm not sure why you are running discords and an Atol...kinda seems counter-intuitive.

Venganza

Wilds Pathfinder

Join Date: Feb 2011

Fire

I would never use an SoS hero, or any Rt hero apart from ST Prot. Nor do I use Discord anymore, it just isn't as effective as 4 mesmers and a single MM with 19 points death magic.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Spawns three spirits thatDo armor-ignoring damage. Act as shields/distractions for oncoming damage. Block enemy movement. Spirits -> Synergizes with some spirit skills, such as:Mend Body and Soul Spirit Light Spirit Siphon Painful Bond Channeling Magic skill -> Runs well with skills such as:Splinter Weapon Ancestor's Rage Sounds like a fairly impressive skill/build to me.

The recharge time shouldn't be too much of a concern. In PvE, a fight will take maybe thirty seconds to a minute anyways. If you don't pre-cast spirits before an engagement, you'll be able to get off one or two castings of this skill per fight, and one more if you pre-cast. In the window between casts, the spirits should definitely do their job of soaking up some damage, dealing other damage, and working well with the rest of the team.

An MM isn't really much better. To get skills like Splinter Weapon or Ancestor's Rage, you'd have to spec into at least three attributes (Death, SR, Channeling), and then your build won't even work that well in areas where corpses are limited. Just because an army of ~8 minions sounds better to me than 3 spirits in that moment, I would probably elect to take an MM over one of these SoS ritualists in a 4-man, or possibly even 6-man situation. However, in all other cases (pretty much always), I would bring a SoS rit.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

I would never use a mesmer or an invoke ele over a SoS. Having those extra bodies in a fight is just too powerful defensively, and im not too impatient to wait for my SoS to catch up to the group before facing another mob, if he happens to be lagging behind (which rarely happens). While minions make up the first wall in my team build, spirits make up the second wall, taking a lot of pressure off my healers. They also inflict a lot of damage, and I like to bring a paragon in my group to further buff the spirits with anthem of fury/disruption and buff the minions with gfte.

So yea... rather than choosing between spirits or minions, just use both

Toraen

Ascalonian Squire

Join Date: Jun 2010

R/

An SoS hero provides Splinter and Arage for my melee at high spec which is my main reason for bringing it (3 spirits for MBaS is also very helpful). SoS just happens to be the best channeling elite for cleanup of what I miss, and I don't need it up right away. Even so, it recharges between groups most of the time. Bloodsong isn't actually a required skill, and I often drop it for something more useful. The melee buffs will be used on minions if you aren't in melee yourself, and they distribute the damage fairly well.

Most builds can benefit from a good SoS hero, which is why you see it so much. It's a very safe and proven option that can provide a lot of utility. A mesmer has advantages of course, but you only get three of them at most and you aren't going to need an ST rit in every area.

Spiritz

Forge Runner

Join Date: Apr 2007

DMFC

If the op is worried about sos rt taking too long then why are they not setting the spirits up manually then engaging.
Aotl isnt really needed - yes it does give instant minions but the aotl mm tends to waste it on recharge.
Ive used 7h discord and never really had any probs using it - it has 2 rits which does give a bit more defence as we all know mm`s with death nova tends to lag behind and usually the spirits are up before the mm shifts his minions into the fight.
In 7 hero discordway 2 necros have minions - shambling horror and err the 2 minions skill ( its early and brains still asleep so memorys shot ) and in places where there is lack of corpses i only have to alter about 3 skills on the 2 necros.

KotCR

Lion's Arch Merchant

Join Date: Jul 2008

[DVDF]

P/

I don't think SoS slows you down too much; They're generally availiable for the big engagements you do need them in, and set up quick enough for most of the small ones even (2 seconds for SoS + Bloodsong they'll still be enemies to kill).

Infact, I found it was Minion Master heroes who were worse for this, and I stopped brining them a while back except in defensive missions, instead replacing them with Paragons (can easily wield the same utility, with the tanking provided via themselves intead of via minions), as the Minion Master heroes always seemed to fall behind when I was doing vanquishes and what not and by the time the Minion Master finally sent the Minions into the fight it was always already over. With Paragons instead the team moves out of and into new combats more smoothly and efficiently.

I also often found with Minion Master heroes I have to micro their utility skills to get them to use them when required alot more, whereas my Paragons tend to use them without the need for prompting from me (probably because unlike the Necromancers they'll be in the thick of the things themselves from the start instead of lagging behind, so the AI thinks to trigger them earlier).

The SoS heroes have remained a staple of my team set-ups though, as I don't find the same lag in action with them as I often see from MM heroes.

DokkyDok

DokkyDok

Lion's Arch Merchant

Join Date: Jul 2007

Interested in finding one.

Mo/

Bloodsong isn't a core skill.
Splinter is.

In a party with a MM, your SoS hero will not be the one lagging behind. Just micro SoS as you see fit.

DarkKnight

Academy Page

Join Date: Mar 2008

The Seven Deadly

W/E

SoS is a really good skill just for soaking up damage and keeping baddies off your backline but the core of an SoS build is really the other skills involved.

In the past spirit spammers have always been strong assuming they had the time to get spirits up, and assuming you waited for the crazy long recharges.

With SoS you can get up 3 spitits without being a spirit spammer. In the past 3 spirits took 3 skills and a min of a 1.5 sec per cast. SoS gets 3 spirits in 1 sec for no energy. Leaving the rest of your time and energy pool for the other powerful rit skills that in the past you would not have had the space to bring, or time and energy to use.

It provides a light tanking, more targets for baddies to choose from, and decent damage for no energy while leaving you seven skills slots to work with that is its power.

drowze

Frost Gate Guardian

Join Date: Apr 2006

SaGa

N/

I honestly can't imagine myself doing the HM WoC quests on shing jea island without the use of a sos-hero (realising now how dependant I am on certain heroes, makes me feel ashamed ><).

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

The strength of the SoS Rit hero isn't the raw power provided by the first two skills (SoS and Bloodsong); it's the efficiency of these skills and the resulting flexibility of the character.

Kunder

Desert Nomad

Join Date: Nov 2010

Blood Song sucks. Don't use it.

SoS is mostly just a filler elite that does decent damage over time and generates energy through Spirit Siphon. The true offensive power of a channeling rit comes from Splinter Weapon and to a lesser extent Ancestor's Rage. SoS itself deals slightly under 50 DPS. Thats nice, but being single target and unable to be directly controlled its impact on the battle tends to be minor. The real reason you take it is because it requires 1.75 seconds to do this, leaving you time to work with your other skills.

SW is an up to 250 damage AoE spell with a recharge of 5 seconds, and it can even be pre-cast before battle to deal 250 * # of physicals + 250 damage per 5 seconds. If you need even more power it combines for exponential power with AoE attacks + 100B/VoS + MoP. Its arguably the best single offensive skill in the game.

Ancestor's Rage of course is just a nice extra nuke spell. A nuke spell that has .25s cast time and is armor ignoring. Poor Eles wish they had spells like that.

Speccing into Restoration, you also get Mend Body and Soul. Yay removing 3 conditions at once. Spirit light is a ridiculously high heal for its cost. We have 75%-power healer with a 300%-power condition removal (blind is bad for physicals, mmmmkay?) ontop of our ridiculous damage output.

That said, if you aren't a physical then not running an SoS is totally understandable. Hero AI for physicals sucks to begin with and its completely unable to target enemies for maximum damage with SW.

Far worse are the idiots who insist on SoGM heroes in groups. Holy RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO, the entire enemy group is dead before those heroes have half their spirits set up. Either that or you have to spend 30 seconds before every group to set up spirits that will make a 15 second battle last 2 seconds less. Absolutely useless in any group that is competent.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

Wasting the valuable RiT on SoS spirit spam?

[wilebill shrieks with horror and thrashes on floor] No. No. Just no.

SoS spirits have approximately the damage output of a tweetie bird in HM, complete waste.

No. No. Instead use Rit for protective spirit spam whereby your party gains a resistance to damage like unto concrete while Razah stands quietly in the back with a smile on his face. Shelter, Union, Displacement.

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Soul Twisting and Spirit Siphon keep energy up and the party rockin' and rollin'. Boon of Creation and Signet of Creation don't hurt a bit and there will even be enough energy for Spirit Light. With this Razah, my Mesmer ignores the facts of life and tanks.

Seriously SoS will work for something like Battle for Lion's Arch but have not used it as a hero build since.
If you take Painful Bond into account, and you should in spirit based team builds, their DPS is a bit higher.

Quote:
SW is an up to 250 damage AoE spell with a recharge of 5 seconds, and it can even be pre-cast before battle to deal 250 * # of physicals + 250 damage per 5 seconds. If you need even more power it combines for exponential power with AoE attacks + 100B/VoS + MoP. Its arguably the best single offensive skill in the game. In almost every SW calculation I see, they assume perfectly lined up 3 adjacent enemies over 5 attacks (i.e. over time).

Ultima pyromancer

Lion's Arch Merchant

Join Date: Jan 2007

Club Of A Thousand Pandas [LOD???]

Me/

Quote:
Originally Posted by snowman relic View Post
Could we get a look at the team build your running? I assume he's running something similar to what I do, Although I swear by the SoS rit. It's probably the most efficient hero build on my roster, just for the sheer amount it provides for the team. In terms of damage, damage mitigation, buffing minion damage output and also running a dedicated healer build without gimping itself.

Now the efficiency bringing an MM is probably a more viable argument. Without micro'ing its not rare for fights to end without olias even moving in with the minions, he's constantly lagging behind with death nova, he uses AoTL like a complete noob.

Right now i believe more mesmers is more win, they are just stupidly good at what they do. The fact that they turn the conditional variable on interupt skills into a constant is just rediculous (they always hit it.)

Having used sabway, discord, physway etc. I can safely say nothing has felt more faceroll than having 3 mesmer heroes and my primary mesmer as caller.

Anyway heres an older build I was running for time. A defensive spirit rit is what I usually run now without an MM and i never catch xandra or razah lagging behind.

http://www.gwpvx.com/User:Facet_of_Chaos

EDIT: Just a quick note, I understand my hero setup is far from efficient having so many rezzes and fallbacks but I am extremely lazy and like my heroes to be self sufficient so I can watch TV etc while vanquishing or whatever im doing.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Daesu View Post
Disussions such as this one tend to concentrate on generic builds without considering that a build's effectiveness depends greatly on where it is used. Without taking the game mechanics into account, how can you assign "true values" to skills.

Sure spirit skills setup and recharge can lower its overall DPS when compared with some of the recently buffed skills. But in those places that require you to
"defend an area", spirits can be invaluable and the 30s recharge of SoS seems less of a factor.
Yes, and those areas make up .05% of the game and are already fairly easy.

Quote:
SoS spirits are also defensive as well as offensive. They provide a means to tank attacks which most straight out offensive skills do not have. Ignoring spirits defensive capabilities while only considering their offensive capabilities is short sighted.
Spirits stay in the backline and tank nothing most of the time. Its not like minions that get up in enemy's faces and draw fire.

Quote: If you take Painful Bond into account, and you should in spirit based team builds, their DPS is a bit higher. If you are very lucky and all spirits target the right target, Painful Bond is 15e for 30 DPS. That's at be decent, but if even 1 spirit is attacking the wrong target then you get taken down to 20 DPS, which is at the level of degen builds (and everyone knows how much degen sucks I'm sure).

Quote:
In almost every SW calculation I see, they assume perfectly lined up 3 adjacent enemies over 5 attacks (i.e. over time) With only 2 enemies SW is still a 100-150 damage nuke for 5e every 5s that can be precast.

Lining up 3 enemies is pretty easy, they almost do it themselves. BTW Have you heard about multihit attacks that any competent physical character brings? Anyone who thinks SW isn't one of the top tier skills is just bad, sorry. The only builds that can _instantly_ destroy a group will always be including SW. Nukers can pew pew away, buffed physicals drop health bars in the blink of an eye.

Quote:
Now the efficiency bringing an MM is probably a more viable argument. Without micro'ing its not rare for fights to end without olias even moving in with the minions, he's constantly lagging behind with death nova, he uses AoTL like a complete noob. Chaining Fall Back is the standard answer to this. Of course you can chain Fall Back without MMs and go even faster, but only MMs really have both the attribute points, bar space, energy and secondary slot available to easily integrate it without weakening them significantly. Also take off Death Nova, its bad (at the very least micro it so its disabled out of battle).

Ultima pyromancer

Lion's Arch Merchant

Join Date: Jan 2007

Club Of A Thousand Pandas [LOD???]

Me/

Quote:
Originally Posted by Kunder View Post
Chaining Fall Back is the standard answer to this. Of course you can chain Fall Back without MMs and go even faster, but only MMs really have both the attribute points, bar space, energy and secondary slot available to easily integrate it without weakening them significantly. Also take off Death Nova, its bad (at the very least micro it so its disabled out of battle). If you read my post, you could see I have 2 at the very least sometimes 3 fall backs on my heroes. He's still going to be lagging behind relative to the rest of the team that has been running along with me. Also death nova adds too much to the bar to take it out. Without death nova, minions are only there for soaking and it's debatable if minions are even better than a defensive spirit rit in terms of damage mitigation. As you say, the alternative is to micro death nova. Now going back to my post, everything I said about the MM started with the quote "Without micro"

Theres 2 reasons why I don't micro death nova.

1. The obvious, I'm lazy
2. A more valid argument. If olias is not casting death nova out of battle, He is casting it only in battle and then starts to neglect his actual job of damage mitigation. In my Olias build, that mitigation comes from casting prot spells such as aegis, SoA and prot spirit.

For this and other reasons, I don't use an MM anymore unless I know theres enough corpses for him to cast AoTL and instantly get 11 minions.

Jeydra

Forge Runner

Join Date: May 2008

I use the SoS (without Splinter) and SoGM religiously and believe the two of them are some of the strongest templates in the game. I will call the SoS in particular the absolute strongest hero template created so far, for my teambuilds at least.

If we believe the idea that most the monsters are dead before half the spirits are set up, we also believe that most mobs die in under 5s. As far as I know, nobody has exhibited a teambuild that can do that, but there has been plenty of evidence to the contrary. It doesn't help that I've posted some of the fastest screenshots around, using all three of MM + SoS + SoGM, beating stuff like 5 Mesmers even though spirits and minions "lag behind".

I find the ST Rit to be not bad, but it's almost always unnecessary. Also, there are only two Rits, and it's competing with two of the strongest templates out there, so I never have room for it.

One point not mentioned so far is that spirit Rits are superb fallback tools. I wouldn't be surprised if a 5-Mesmer party that made a couple of mistakes and wound up at 30% DP cannot clear Forgewight HM, but a team with the Ritualists can.

In the end your own experience is the ultimate deciding factor. If you don't use the SoS but achieve satisfactory results, more power to you and keep ignoring the SoS. I would advise against saying things like "monsters are all dead before Xandra sets up spirits", however, unless you are prepared to defend that statement with screenshot evidence. The idea that spirits and minions lag behind is true as we can all see, but that doesn't mean spirits and minions are bad. You have to show that during the interval when they are actually in the fight, they don't deal so much damage that they more than compensate. When I tested it, my times were significantly faster with the MM than without, and I have little doubt the same will apply with the Rits.

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

W/

The fact that it can pack both decent offense and defense whilst having an open secondary for Resto, Shouts, SoH, ect, makes it probably the most flexible hero build in the game. So while it's not at all necessary to bring one, it is definitely worth it.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Ultima pyromancer
View Post
If you read my post, you could see I have 2 at the very least sometimes 3 fall backs on my heroes. He's still going to be lagging behind relative to the rest of the team that has been running along with me. Also death nova adds too much to the bar to take it out. Without death nova, minions are only there for soaking and it's debatable if minions are even better than a defensive spirit rit in terms of damage mitigation. As you say, the alternative is to micro death nova. Now going back to my post, everything I said about the MM started with the quote "Without micro"

Theres 2 reasons why I don't micro death nova.

1. The obvious, I'm lazy
2. A more valid argument. If olias is not casting death nova out of battle, He is casting it only in battle and then starts to neglect his actual job of damage mitigation. In my Olias build, that mitigation comes from casting prot spells such as aegis, SoA and prot spirit.

For this and other reasons, I don't use an MM anymore unless I know theres enough corpses for him to cast AoTL and instantly get 11 minions. Death Nova is bad because:

1. Poor chance of success. Minion doesn't die, minion dies away from enemy, minion dies before DN hits. When I've tested it the failure rate is ~25% at the lowest.
2. Poor minion positioning. Minions are even worse than heroes at getting next to multiple enemies, in a large group its almost impossible since other minions take up so much space. That means DN does at max 120 damage in most cases - if you are lucky enough to get anything.
3. Long cast time. Bad for reasons you describe, MMs have so many other nice things to cast.
4. Poor targetting. Love when it gets put on an ally.

So we have a luck-based randomly activating single target 120 damage attack that takes 2 seconds to cast. May I remind that Discord is considered a bad skill at the same damage, 1s cast, with 0 luck around its activation, and is coordinate-able for spikes?

Take off death nova so that you can actually cast worthwhile spells, then put on OoU and run EBSoH yourself. Have 200 DPS from your minion army and laugh all the way to the bank. Personally I do 2 MMs with bone fiends, that gets you close to 600 DPS.

InStars

InStars

Frost Gate Guardian

Join Date: Feb 2011

Latvia

Tempus Omnia Revelat [TOR]

E/A

The problem is that hero AI isn't that awesome and heroes often place SoS spirits too far away from mobs or in a position where they can't deal damage to them.

On the other hand, you can just micro SoS manually and do the pulling - then it works great, just a little effort and it's useful.

Anyway - it's the best elite for chanelling rit I know

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Jeydra View Post
Next time, run four MMs and deal 1k DPS without EBSoH!

http://www.youtube.com/watch?v=RIvDb6kLhVY

... theory is soooo useful.
I have actually done 3 before w/o OoU but with EBSoH. Pretty badass but you have to micro BotM like a pro and OoU just pushes the sac just a bit too far for my liking.

That said... low HP necromancers w/ protective bond ER ele could probably replicate that in any PvE area that doesn't have enchantment removal. Wouldn't even need a huge amount of corpses since 4x necromancers with BotM spam = INFINITY HEALING, it would just have a long start up time. (now I need to go test this on my neglected Necromancer...). Course, 3x MM w/ 1x AP Curse would be superior by far.

Quote:
Originally Posted by InStars View Post
The problem is that hero AI isn't that awesome and heroes often place SoS spirits too far away from mobs or in a position where they can't deal damage to them.

On the other hand, you can just micro SoS manually and do the pulling - then it works great, just a little effort and it's useful.

Anyway - it's the best elite for chanelling rit I know Yeah, its a great elite, just not for damage. Its best value is being in an already strong attribute and supporting other skills very well.

bleh

bleh

Krytan Explorer

Join Date: Aug 2005

N.Z.

_

P/

I vote NO

IMO the core of SoS hero the spirits are fecking useless unless they are all together and up at the begining of the fight (rare).

I use 7Heros currently for Map find, vanq and missions. So i want the team to be all
together most of the time and reasonable speedy.( a little lagging behind adds up to alot at the end of the map.)
so i avoid Sos AND MM

But i found SoS works better if you MICRO a sacrifice all spirits skill at the end of each fight so the hero starts the next fight with no spirits.

MM works fast With Lich aura + splinter or Lich + fallback and bomber build.

I find personally The spot is much better filled with more damage and/or utility.

Toraen

Ascalonian Squire

Join Date: Jun 2010

R/

Not everyone buys merc slots. I don't have any particular reason to do so because hero teams in general are already ridiculously powerful. Also, for a melee just having Splinter weapon at 14-16 spec is a huge bonus. I can totally understand why a caster player wouldn't want a SoS hero most of the time though.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

You know, it's possible to run a Channeling Rit with something other than SoS as the elite. In areas where I can reliably group together a couple of foes (i.e, anywhere where Splinter and ARage aren't completely redundant, which is pretty much everywhere if you take a little effort to aggro) I just run RoJ instead. I'll be running someone with smites anyway for SoH so I might as well do it somewhere where I can fit in RoJ. You should try it in DoA... Splinter + ARage + RoJ + extra random AoEs from mesmers or whatever + Whirlwind Attack = instant mob kills. SoS really is just a filler elite a lot of the time.

PS: In case it wasn't obvious, I'm talking from a physical point of view.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

Quote:
Originally Posted by Kunder
I've done RoJ/SoH when running 2 rits. Nice but does run out of energy fairly quickly. Mine seemed to run fine. I had an ST Rit so I used Siphon Spirit and that other smiting signet for energy. Even in somewhat extended encounters it was mostly fine (I had splinter when I needed it and that was the main point... it gets the +40% LB bonus too). I did choose to exclude Judge's Insight though because I thought the build would be energy intensive as it was. Perhaps you were running it? I haven't run too many variants of the build myself so I'll have to see to what extent it's viable.

Rictuar

Ascalonian Squire

Join Date: May 2009

Rt/

Back in the days of 3 hero teams, sos rit was extremely valuable. It is powerful, armor ignoring damage that comes out almost immediately. It is hard to beat when you have such limited options. Now with full teams of heroes, a spirit spammer is not needed or even desirable imo.

Nowadays you want your team to be efficient, stable, and fast. Sos is indeed very powerful, but not efficient and does not synergize well with other heroes unless you build your team specifically around spirit spamming. Spiritway (in general) was my team build of choice before the 7 hero update. Now the only rit hero I would bother to take is an ST prot, but even then a human does the job infinitely better.

tldr;sos hero is strong, but outdated. There are better options now.

Starlet

Starlet

Ascalonian Squire

Join Date: Oct 2006

The Underworld

Rt/

I always take a SoS, me!

I find having the extra bodies(spirits) invaluable. I currently run with 4 mes, 1 UA, 1 BiP, & 1 ST Prot.

On the odd occasion I'm not playing my Rit, I always bring an SoS hero. While it may not be the best, I'm (sad to say) not the greatest player so the extra punching bags give me a feel of safety.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Kunder View Post
Yes, and those areas make up .05% of the game and are already fairly easy.
Not true. Many areas of the game can benefit from bringing skills that offer both offensive and defensive attributes. Especially in HM elite areas, where the rewards really matter, having defensive capabilities would help alot and you cant just c-space through everything.

Quote:
Spirits stay in the backline and tank nothing most of the time. Its not like minions that get up in enemy's faces and draw fire.
Anyone with minimal experience using SoS would know that is not true. Spirits draw fire from attacks also, be it caster or melee attacks.

Quote:
If you are very lucky and all spirits target the right target, Painful Bond is 15e for 30 DPS. That's at be decent, but if even 1 spirit is attacking the wrong target then you get taken down to 20 DPS, which is at the level of degen builds (and everyone knows how much degen sucks I'm sure). I see them attacking the same target.

Quote:
With only 2 enemies SW is still a 100-150 damage nuke for 5e every 5s that can be precast. It is not always 2 enemies at adjacent range, which is the smallest range in GW, besides as I have said, taking an all-out offensive skill and comparing its DPS against an offensive skill with defensive capability is not a fair comparison.

Quote:
Lining up 3 enemies is pretty easy, they almost do it themselves. BTW Have you heard about multihit attacks that any competent physical character brings? Anyone who thinks SW isn't one of the top tier skills is just bad, sorry. The only builds that can _instantly_ destroy a group will always be including SW. Nukers can pew pew away, buffed physicals drop health bars in the blink of an eye. I am not saying that SW is a bad skill, afterall it is a staple in my melee team builds. I am saying that you are ignoring defensive capabilities and just comparing mere DPS when comparing skills. Anyone who don't include any defensive skills in HM is just bad.


Quote:
Chaining Fall Back is the standard answer to this. Of course you can chain Fall Back without MMs and go even faster, but only MMs really have both the attribute points, bar space, energy and secondary slot available to easily integrate it without weakening them significantly. Also take off Death Nova, its bad (at the very least micro it so its disabled out of battle). MM is not the best choice in all areas in the game. Granted that in most areas bringing an MM is fine, but if your team build relies on having an MM then you have to adjust for not bringing a MM in those cases. Besides there are many other weakenesses with a MM that I dont need to elaborate here. I don't even bring a MM nowadays even in HM, there is no need for it with the current meta.

Fall back doesn't help if your MM hero decides to 2s cast DN way behind the group and micro-ing DN is just a pain. Also not bringing DN doesn't make sense in a minion bomber and the only type of MM build that a hero is good at is a minion bomber.

ruksak

ruksak

Academy Page

Join Date: Jun 2009

INDY

PvE

P/W

I checked the wiki and came up empty. What hero trainer gives SoS? I even tried Balthazar rewards and he only offers the PvP version, which is a completely different skill.