Build:R/Rt Spiritmaker

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Image:Red thumbs down.png 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.

Contents

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

RangerRitualistRanger / Ritualist Attribute Rank
Marksmanship 10 + 1 + 1
Communing 12
Expertise 8+1
Distracting Shot

Distracting Shot

Optional

Optional

Determined Shot

Determined Shot

Oath Shot

Oath Shot

Shadowsong

Shadowsong

Bloodsong

Bloodsong

Dissonance

Dissonance

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Druid's Armor for extra energy
  • Any +5 energy bow for attacking
  • +5 Insightful Staff with 20/20 Communing

[edit] Usage

  • 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.

[edit] Notes

  • 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.


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