From GuildWiki
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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
This build was voted unfavored for the following reasons:
- Inferior to commonly used GvG Trapper variant.
- Too few interrupts with low damage output through spirits.
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The Spiritmaker build tries to counteract the main shortcomings
of Binding Rituals, which are energy cost and recharge time.
Expertise decreases the energy cost of all Binding Rituals by
36%.
[edit] Attributes and Skills
[edit] Equipment
- Druid's
Armor for extra energy
- Any +5 energy bow for attacking
- +5 Insightful Staff with 20/20 Communing
- Distracting Shot is your most common (and useful) ranger
interrupt. Interrupt any skill and it has an additional
recharge.
- Oath Shot recharges all your skills if it hits. Avoid using
while blinded or hexed with a chance to miss.
- Determined Shot is in case your Oath Shot misses. Chances are
if Oath Shot misses so will Determined Shot, and Determined Shot
recharges all atatcks when it misses.
- Shadowsong is a way to decrease effectiveness of warriors.
Though not listed in the description, it also does attack
damage.
- Bloodsong is a spirit that attacks faster than the others, and
uses lifesteal. This means it has more resilience, as it heals
itself.
- Dissonance is a spirit that interrupts its target but should be
used sparingly, such as when you are faced with a monk or caster
boss that has extremely numerous casts. Basically it saves you from
having to use a full bar of interrupts.
- This is the only 25 energy skill in the skillbar. It is 16
energy under expertise.
- Resurrection Signet is used to resurrect fallen party
members.
[edit] Optionals
- Pin Down is used to slow down melee mobs approaching.
- Savage shot is a second interrupt skill, for when Distracting
shot is recharging.
- Draw Spirit saves you from recasting spirits all the time.
- Throw Dirt provides extra melee defense. Use it on incoming
melee groups.
[edit] Counters
- Spike damage
- Hexes/Conditions
- Interrupts
- Lifesteal
[edit] Variants
- Flesh of My Flesh instead of Resurrection
Signet. Keep in mind you don't have a self heal.
- Pain instead of
Bloodsong, keeping in mind Bloodsong is more self sufficient
because it heals itself and attacks faster.
- Soothing instead
of Shadowsong for
a more passive build that slows adrenal spikes instead of
blinding.
- Disenchantment instead of Dissonance in
enchantment heavy areas.
- Only spirits that do not lose Health by their effects are used.
This increases effectiveness as spirits with HP loss are best along
with Ritual Lord.