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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
[edit] Speed Spike Setter
[edit] Damage Support
[edit] Battery
[edit] Rupturer
[edit] Utility
[edit] Shatterer
[edit] Destruction
[edit] Backline
[edit] Weaponsmith Protector
[edit] Hex Expel
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.
- 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
[edit] Variants
To be added.