Build:Team - Lightning Ball

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Lightning Ball, termed after "heal balls" and "smite balls", is a build that uses a team of ritualists Ancestors' Rage to coordinate rapid AoE spikes around any surrounded player on the team, while constantly applying pressure on the oppossing team and healing themselves.

The build focuses on the nature of Ch/Rt ritualists, the capability of both offense and defense as well as the inbuilt energy management without use of an elite skill, allowing them to carry out utlity duties while still applying constant damage and healing. While they do not have the spikiness of an Air Spike Elementalist or the Healing Monk, they make up for it by having eight of them, each of which can spam both offensive and defensive skills.


[edit] Composition

[edit] Frontline

[edit] Draw Spike Setter

RitualistRitualist / Any Attribute Rank
Restoration 12+2
Channeling Magic 12+2+1
Spawning Power 3+1
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Mend Body and Soul

Mend Body and Soul

Grasping Was Kuurong

Grasping Was Kuurong

Draw Spirit

Draw Spirit

Destruction

Destruction

Resurrection Signet

Resurrection Signet

[edit] Speed Spike Setter

RitualistAssassinRitualist / Assassin Attribute Rank
Restoration 12+2
Channeling Magic 12+2+1
Spawning Power 3+1
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Mend Body and Soul

Mend Body and Soul

Grasping Was Kuurong

Grasping Was Kuurong

Dash

Dash

Destruction

Destruction

Resurrection Signet

Resurrection Signet

[edit] Damage Support

[edit] Battery

RitualistNecromancerRitualist / Necromancer Attribute Rank
Restoration 11+3
Channeling Magic 11+3+1
Spawning Power 3+1
Blood Magic 8
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Soothing Memories

Soothing Memories

Renewing Surge

Renewing Surge

Blood is Power

Blood is Power

Generous Was Tsungrai

Generous Was Tsungrai

Resurrection Signet

Resurrection Signet

[edit] Rupturer

RitualistMesmerRitualist / Mesmer Attribute Rank
Restoration 9+1
Channeling Magic 11+2+1
Spawning Power 11+2
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Mend Body and Soul

Mend Body and Soul

Rupture Soul

Rupture Soul

Consume Soul

Consume Soul

Lyssa's Balance

Lyssa's Balance

Resurrection Signet

Resurrection Signet

[edit] Utility

[edit] Shatterer

RitualistMesmerRitualist / Mesmer Attribute Rank
Restoration 12+2+1
Channeling Magic 12+2
Spawning Power 3+1
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Mend Body and Soul

Mend Body and Soul

Lyssa's Balance

Lyssa's Balance

Shatter Storm

Shatter Storm

Lively Was Naomei

Lively Was Naomei

Death Pact Signet

Death Pact Signet

[edit] Destruction

RitualistRitualist / Any Attribute Rank
Restoration 11+1
Channeling Magic 11+3+1
Spawning Power 8+1
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Gaze of Fury

Gaze of Fury

Ritual Lord

Ritual Lord

Destruction

Destruction

Recuperation

Recuperation

Resurrection Signet

Resurrection Signet

[edit] Backline

[edit] Weaponsmith Protector

RitualistMesmerRitualist / Mesmer Attribute Rank
Restoration 12+2+1
Channeling Magic 12+2
Spawning Power 3+1
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Mend Body and Soul

Mend Body and Soul

Weapon of Remedy

Weapon of Remedy

Vengeful Weapon

Vengeful Weapon

Inspired Hex

Inspired Hex

Resurrection Signet

Resurrection Signet

[edit] Hex Expel

RitualistMesmerRitualist / Mesmer Attribute Rank
Restoration 12+2
Channeling Magic 12+2+1
Spawning Power 3+1
Spirit Burn

Spirit Burn

Essence Strike

Essence Strike

Ancestors' Rage

Ancestors' Rage

Mend Body and Soul

Mend Body and Soul

Spirit Light

Spirit Light

Expel Hexes

Expel Hexes

Recuperation

Recuperation

Resurrection Signet

Resurrection Signet

[edit] Usage

Destruction and Recuperation are used to trigger the secondary effects of the ritualists skills. The abudnance of spirit skills from almost every player allows constant spamming of spirit making them impossible to completely interrupt and/or destroy, nor does destroying the spirits for a few moments do much against the team, seeing as their healing and spike damage skills still function very well.

Destruction and Recuperation are to be set down for as long and often as possible; that there are multiple copies of the spirit means that they can be ruptured and recast almost freely. Players, the rupturers, especially, should look out for when the spirits would expire or are about to die, and get another player to begin recasting so that the spirits would be up again as soon as they are ruptured.

Spirit Burn and Essense Strike should be spammed, and it does not matter too much where, although targets soft against elemental damage are obviously the best choice. A lightning ball should be coordinated as often as possible instead of used randomly. A player, possibly the Spike Setter, one of the Callers or whoever is being surrounded would call "Ball on [player number], 3...2...1" where every player would then use Ancestors' Rage on that player, causing a mini AoE spike that should have the opponent's monks panicking for a bit. In the case that the player is a rupturer, it can then use Draw Spirit on Destruction and Rupture Soul just as the spike pulls off. However, because of the difficulty of using a rupture, especially if the opposing team kites, it's best to use rupture soley for pressure damage and blinding, and instead use the Spike Setter who would knock down the foes around him, allowing not only an Ancestors' spike, but also the use of Draw/Rupture and Spirit Burn after-spike as well.

A good team would realize the strategy and start staying away from your characters, and the spikes need to be coordinated much faster. Note that the ball can be moving while the AoE is set off; this takes more skill and while still deals considerable damage and keeps warriors from focusing on your players too much, reduces the effectiveness, so it's important to try get as many kills as possible from the start. The use of a Setter is mainly for the sake of agressive spiking against enemies who have learned not to ball on your players; if the opponents are still balling around your players, it is usually best to spike around whoever has most around him instead.

[edit] Notes

  • Recasting Destruction could be used to trigger the old one off, though Consume Soul are Rupture Soul is probably more effective as they serve as either an AoE blind or Heal Party.
  • A system for communication regarding Spirit placements, Spirit casting/recharge, Rupture use, who heals, and who to ball on should be prepared and practiced beforehand. In general, it is better to let the backline or whoever has most surplus energy (ie. Hex Expel if the opposing team does not use hexes) and the players themselves to heal.
  • "Voice Activation" should be used instead of "Push to Talk", or it would be difficult to coordinate accurate spikes.

[edit] Counters

  • To be added

[edit] Variants

To be added.

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