Archive talk:Team - Human Rit Spiritway

panic instead of tease, spirit siphon instead of sw/ar-- Relyk  talk  19:52, August 20, 2010 (UTC)


 * edited some things...but 2 copies of spirit siphon does not work.Illoyon 23:26, August 21, 2010 (UTC)
 * although it's not...the best... you (the human player) don't need spirit siphon and can take boon of creation instead (if it's better for the hero to take spirit siphon) because you have signet of spirits (free energy). Denardraw 14:28, August 22, 2010 (UTC)

changed it but a secondary rit need spirit siphon (except ranger, ele and necro).Illoyon 23:25, August 22, 2010 (UTC)
 * For the human primary rit, swap the attributes for communing and spawning power. Your only communing skill, armor of unfeeling, is maintainable at 6+1 and 12+1 spawning would help more with energy management. Denardraw 10:56, August 23, 2010 (UTC)

How's the Mesmer on energy? Looks like it's going to struggle. Karate  Jesus  18:48, 26 August 2010  (UTC)


 * some times hard on energy, but the mes is not meant to be a primary healer...so this should not be a big problem...maybe leech signet could replace life.Illoyon 19:37, August 26, 2010 (UTC)
 * And I really hate Panic at less than 10 seconds (the standard 15 Dom, since the update). I don't really see how this build is going to work well. Karate [[File:KJ for sig.png]] Jesus  19:41, 26 August 2010  (UTC)

maybe psychic instability for panic?Illoyon 19:43, August 26, 2010 (UTC) Perhaps this? Not a fan of WNWN, myself. Dok 19:59, August 26, 2010 (UTC)


 * changed panic to PI...any thoughts how to improve this?Illoyon 11:42, August 27, 2010 (UTC)
 * Why not just let the mesmer be a mesmer rather than a half-mes-half-healer? If the mes is shutting everything down with Panic/Mistrust/Whatever, you probably won't need more than the hench healers to get through HM.Erring Ryft 05:19, August 28, 2010 (UTC)

because spiritway got a SoS resto...maybe 3th hero can be optional.Illoyon 12:06, August 28, 2010 (UTC)

gogo rt/me shared burden healer! panic is better than pi btw, ignore kj-- Relyk  talk  21:10, August 28, 2010 (UTC)


 * changed it back to panic...but PI is in variants...still needs some changes.Illoyon 16:08, August 29, 2010 (UTC)

testing
think its time to move this to testing...now energy on the panic resto should be fine.Illoyon 22:11, August 30, 2010 (UTC)
 * You should really just add a note on the hero spiritway page about using a panic mes when playing as a sos yourself or when in an area with few corpses. Life   Guardian  23:55, August 30, 2010 (UTC)

maybe...should i move this back to my userspace?Illoyon 00:51, August 31, 2010 (UTC)

I tried this build out and the mesmer keeps running out of energy, especially against Wind Riders. I am getting better results with my original build of using a N/Rt curse healer instead of the mesmer.DarkSpirit 03:21, October 4, 2010 (UTC)

[build prof=N/Rt sou=12+1+1 cur=3+1 res=12][Pain of Disenchantment][Weapon of Warding][Protective Was Kaolai][Spirit Light][Mend Body and Soul][Signet of Lost Souls][Life][Flesh of My Flesh][/build]

Spirit Siphon on communing hero??
Am I missing something here?

The communing hero taking spirit siphon makes no sense cause spirit siphon is tied to channeling no? At 0 channeling spirit siphon only leeches 15 percent energy which doesnt even cover the 5 energy cost.

It will make much more sense for the rit channeling player to take siphon and the communing hero to take boon. It also lets you swap the major spawning power on the player rit to a minor rune, which adds 30 life.Xxxkaiserxxx 15:53, September 29, 2010 (UTC)
 * Does it make more sense when you switch the names of the two skills?-- Relyk  talk  20:19, September 29, 2010 (UTC)

I just merged this build into Archive:Team - 3 Hero Spiritway
So how do we delete this build now that it's essentially a less informative version of the build? --Supernick530 01:13, 27 November 2010 (UTC)
 * This is a special case when the player uses a spirit spammer instead of an ordinary build with spiritway. The build has its own variants and options since the player is actually replacing one of the core builds in spiritway.--Christmas sig.jpg talk  02:34, 27 November 2010 (UTC)
 * I guess I should have been more descriptive. I took the variation that this build provides to Signet of Spirit players and I addded it to the Build: Team - Hero Spiritway.  So Hero Spiritway Team build has both the ordinary hero spiritway build as well as the variation for SoS players.  So again, how do we get rid of this build, since it's now useless? --Supernick530 07:13, 27 November 2010 (UTC)
 * I Figured out how to post a deletion template at the top of a page. Am I allowed to do this, or is that only allowed by Admins? --Supernick530 07:22, 27 November 2010 (UTC)

Arcane Mimicry instead of Agony
Originally posted this at the old pvx earlier today, copying it over here.

I added Arcane Mimicry as a variant for the human ritualist. I'd like to claim that it's better than Agony to have SoGM, but I'm not 100% certain of that. At this level, Agony will do 380 damage before it dies, spread amongst all the foes in the area. That's assuming it's never hurt or healed. SoGM would be cast at 7 communing, which provides 12 seconds of 33% faster attacking and 7 extra damage per spirit. Bloodsong / Vamp won't get the +7 damage, but that's not the important part. If you cast it right after you copy SoGM, you can use it twice before Arcane Mimicry turns off.

With SoGM, the SoS spirits will be doing 33 damage without Painful Bond (when they hit someone who has been PB'd, they'd be doing 54 damage). They'll attack 33% faster too.

I believe spirits attack once every two seconds. So over 10 seconds, the SoS spirits would attack 5 times for 26 damage each without SoGM, for a total of 390 damage. (Unless my math is wrong: 5*26*3) Throw in PB and the damage could go up to 705 damage. (5*3*47)

With SoGM, they'll attack 7 times each, for 33 damage each time. This would be 693 damage (7*3*33). Throw in PB and it'd be 1134 damage. Assuming targets have been PB'd, SoGM adds 429 damage from SoS alone. This is about 50 more damage than Agony would do. If targets aren't PB'd, then it adds 303 damage (again, from SoS alone). This is less than Agony would provide.

For the duration of SoGM (12 seconds), spirits will get just barely 9 attacks. Probably a safer bet to say 8 though. You can do this twice before Arcane Mimicry ends.

Arcane Mimicry has a 60 second recharge timer, and you'd be able to cast Agony twice in that time. Since the timer starts once AM is done (after 20 seconds), you could almost get a third Agony in. SoGM would provide a nice spike boost, but against non-PB'd enemies agony might win out in the long run, based purely on counting damage.

Agony has the advantage of hurting all enemies in the area, thus providing decent pressure. But with SoGM, you can add a very nice spike.

Thoughts? Cheapy 146.151.199.141 23:04, 30 November 2010 (UTC)
 * tl;dr. Yeah, Arcane Mimicry isn't a terrible idea. But you fail to note that Agony can be healed with Summon Spirits, which obviously will increase its damage. IMO, just stick with Agony for simplicity. -- Jai 's Crappy Christmas Sig ...   -  00:30, December 1 2010 (UTC)
 * Right. I meant to bring that up, but forgot to. Another thing I didn't mention was that Agony is much more convenient. If you're plowing through a bunch of groups of 4 monsters, it's barely worth it to use SoGM, becuase then you need to wait 80 seconds before you can use Arcane Mimicry again. If you waited every time for it to recharge, it would slow down the game quite a bit. Agony is up much sooner, and can teleport around with you too. 146.151.199.139 06:40, 1 December 2010 (UTC)
 * arcane mimicry sucks--Christmas sig.jpg talk  06:57, 1 December 2010 (UTC)

You allready have channeling 16, and there's nothing wrong with attacking a bit. Could probably add spirit siphon to hero rit and grab essence strike for yourself, energy management is not a problem. Allso, when using Mimicry you can easely drop a point in spawning power and add it to communing for a 14-15 secound duration. Allso, Gaze of Fury gives you an additional spirit, while it doesnt spawn instantly by the secound time you respawn spirits you will have it and it teleports with you thru the summon spirits skill. Gaze from beyond adds blind to your build for melee bosses. Ancestors rage is an easy damage source.... Really, the options for the optional slot are near limitless. Agony does not seem to be to be a good option though

The Player Build
Should be like this. Necromas 20:14, 26 January 2011 (UTC)
 * Absolutely! Drop AoU and take SA. SA and SS will keep up spirits nicely.Steve1 16:32, 24 July 2011 (UTC)
 * I'm actually having second thoughts about this build, first of all it is just a variant of Spiritway, it could easily be included in that article. Second, it's not much better than something moar balanced:


 * I really dislike Domination restos, this build needs votes. Vorpal [[Image:Vorpal_Signature_1.jpg|19px]] 17:01, 24 July 2011 (UTC)
 * It's Archive:Team - 3 Hero Balanced but using pod as a healer since sos is covered (which is provided as an option on that page), we can do exactly the same on this page.-- Relyk 00:23, 25 July 2011 (UTC)
 * I really dislike Domination restos, this build needs votes. Vorpal [[Image:Vorpal_Signature_1.jpg|19px]] 17:01, 24 July 2011 (UTC)
 * It's Archive:Team - 3 Hero Balanced but using pod as a healer since sos is covered (which is provided as an option on that page), we can do exactly the same on this page.-- Relyk 00:23, 25 July 2011 (UTC)
 * It's Archive:Team - 3 Hero Balanced but using pod as a healer since sos is covered (which is provided as an option on that page), we can do exactly the same on this page.-- Relyk 00:23, 25 July 2011 (UTC)