User:Denardraw/sandbox/LordWay

LordWay

 * / Glaive Lord
 * /Any Signet Lord
 * / Offensive Soul Twister/Quickening Lord
 * /Any Wanderlust Lord/Ghostly Might Lord
 * / Defensive Soul Twister
 * / BiP
 * / Restoration Lord
 * / Spiritless Lord

Allows a group of mainly Ritualists to abuse the power of Spirit Lords in order to win PvE HM. It is important that you individually PLAN AHEAD (which is not as difficult as it sounds). You just need to make sure that you do not summon all your spirits on top of each other. Spreading out will guarantee that enough spirits live long enough. As the Signet Lord will be the one who will set up the most spirits first, it is best for the rest of the party members to plan around him/her. Communication between party members is not vital, except for the pinging of energy levels to the BiP. Once the spirits are up, they will kill the enemies without needing further direction. This will NEVER be liked because there is almost no flexibility in the bars.

Glaive Lord
[build prof=Rt/A name="Glaive Lord" res=3 cha=12+1+3 spa=12+1][Destructive Was Glaive][Destruction]["By Ural's Hammer!"][Ancestors' Rage][Swap][Rupture Soul][Optional][Flesh of my Flesh][/build]

Optionals

 * [[Spirit Rift@16] For heavy AoE damage on non-moving groups of foes (difficult without use of tank).
 * [[Channeled Strike@16] For guaranteed single-target damage.
 * [[Spirit Siphon@16] Instantly recharge energy to continue with DwGing.

Equipment

 * 40/40 Channeling Set.
 * Defensive Spear/Shield Set.
 * Ghost Forge Insignia. Non-Attribute Runes are not as important.

Usage

 * Pre-cast DwG and Destruction before running into a mob.
 * Target the Spirit of Destruction.
 * Once in the mob, cast "BUH!"-> DwG-> Ancestor's Rage -> Swap ->Rupture Soul. There must be no delay between steps (a difficulty lies between Ancestor's Rage and Swap, as there really must be no delay or a lot of the armor-ignoring damage is wasted. Consider swapping these two steps if you are having difficulty).
 * During battle, do not be afraid to use Rupture Soul on allied spirits. When doing this it is preferable to target spirits summoned by the Offensive Soul Twister, though any spirit that is either closest to the mob or under attack itself will do.

Signet Lord
[build prof=Rt/? name="Signet Lord" cha=12+1+3 spa=12+1][Signet of Spirits][Bloodsong][Vampirism][Painful Bond][Summon Spirits (Kurzick)][Spirit Siphon][Optional][Optional][/build]

Optional

 * [[Pain Inverter] - Kill those pesky Eles!
 * [[Armor of Unfeeling@9] for defense.
 * [[Lamentation@16] for AoE damage and long-lasting degen (good for covering one use of Painful Bond).
 * [[Necrosis] is good for finishing off weak foes if spirits change targets.
 * [["You Move Like a Dwarf!"] KD and cripple a charging melee foe, or interrupt a skill (Meteor Shower, Resurrection Chant...)
 * Res skill of your choice.

Equipment

 * Defensive Channeling Staff of Mastery.
 * Full Shamans Insignia. Non-Attribute Runes are not as important.

Usage

 * You are basically the standard SoS.
 * Good placement of Painful Bond can speed up the battle tremendously.
 * You should never ask for Blood is Power.

Communing Lords
There is a little room for variety as the Communing Lords can choose between themselves to 'trade' non-elite spirits. Note however that any of the defensive spirits (Shelter, Union, Displacement) will lose effectiveness if summoned at a lower level, and Dissonance is impossible to maintain without some recharge-reducing utility. As this is a team made up of only casters who rely upon their spirits to survive, this hindrance could be fatal.

Offensive Soul Twister
[build prof=Rt/P name="Soul Twister Offense" com=12+1+3 res=3 spa=12+1][Soul Twisting][Dissonance][Shadowsong][Disenchantment][Optional][Optional][Boon of Creation][Flesh of My Flesh][/build]

Optional

 * [[Armor of Unfeeling@16] for hardier spirits.
 * [[Pain Inverter] to quickly eliminate enemies who pose a moderate threat with AoE damage.
 * [[Technobabble] to make it easier for Dissonance to interrupt foes.
 * [[Ebon Vanguard Assassin Support] as the Assassin summoned will take all the immediate aggro.
 * [[Vital Weapon@16] to accommodate for use of superior/major runes. Maintain it on all party members except for the BiP and the Defensive Soul Twister. All characters can then use a Superior Rune of Spawning Power. Make sure not to overwrite Spirit Light Weapon!
 * Raise Command to 8 by lowering Spawning Power. Take a spear/shield set to build adrenaline.
 * [[Anthem of Envy@8] Good to open a fight with, but unhelpfully requires adrenaline.
 * [[Anthem of Disruption@8] Always make sure as many spirits are in earshot as possible (this goes for all chants).
 * [[Anthem of Weariness@8] A lot of the weakness may be nullified if the spirits attack the same target.

Variants

 * [[Ritual Lord@13] can be taken instead for stronger spirits, but the build will be a lot more energy intensive.
 * Also consider;


 * Maintain [[Weapon of Quickening@16] on everyone except for the BiP.
 * Only ever use skills (especially [[Dissonance@16]) when under the effects of Weapon of Quickening.
 * If a character pings that they have Spirit Light Weapon (i.e. they needed to be healed) it means they want Weapon of Quickening back on.
 * Make use of the fact [[Anguished Was Lingwah@11] cheapens, lengthens and instantly recharges your hexes.
 * [[Binding Chains@16] and [[Dulled Weapon@16] are for melee only.

Equipment

 * Defensive Communing Staff of Mastery.
 * Ghost Forge Inignaia. Non-Attribute Runes are not as important.

Usage

 * Set up your spirits to the side of the Signet Lord's.
 * Your Spirits will be used as ‘fuel’ for spirit-consuming skills by the other Lords as they have the least amount of recharge.
 * Never summon a spirit unless your elite is active.

Wanderlust Lord
[build prof=Rt/? name="Wanderlust Lord" com=12+1+3 res=3 spa=12+1][Wanderlust][Pain][Anguish][Optional][Optional][Summon Spirits (Kurzick)][Boon of Creation][Flesh of My Flesh][/build]

Optional

 * [[Armor of Unfeeling@16] for hardier spirits (it also halves the damage Wanderlust does to itself).
 * [[Earthbind@16] to allow Wanderlust to knock down any foe.
 * [[Vital Weapon@16] see notes on Offensive Soul Twister.
 * [[Binding Chains@16] to provide an AoE snare on attacking foes.
 * [[Pain Inverter] to kill foes with AoE.
 * [["You Move Like a Dwarf!"] benefits from Earthbind.

Variants

 * This variation, using [[Signet of Ghostly Might@16] instead, is much more powerful - however the team loses the defense provided by Wanderlust's Knockdown.
 * The Offensive Soul Twister will have to use his variant.
 * The attribute-spread remains the same.
 * Try to only create spirits while [[Weapon of Quickening@16] is up.

Equipment

 * Ghostforge Insignia. Non-Attribute Runes are not as important.
 * Defensive Communing Staff of Mastery.

Usage

 * Set up your spirits behind those of the Signet Lord and Offensive Soul Twister.
 * Use Summon Spirits to heal Wanderlust and (if you brought it) Earthbind.

Defensive Soul Twister
[build prof=Rt/Mo name="Soul Twister Defense" pro=3 com=12+1+3 spa=12+3][Soul Twisting][Displacement][Shelter][Union][Armor of Unfeeling][Summon Spirits (Kurzick)][Boon of Creation][Rebirth][/build]

Equipment

 * Non-Attribute Runes and Insignia are not important.
 * Insightful Staff of Enchanting.

Usage

 * Maintain the spirits. Against lots of melee, Displacement is key. Against casters, maintain Shelter. If you are pushed to your limit (spirits are dying almost immediately upon being used) only summon the appropriate one every 5 seconds (usually Shelter is best).
 * Spirit range is over twice the size of the aggro-range (the bubble on the minimap). Stay away from combat.
 * Unless you have 'charges' of Soul Twisting remaining, spam it on recharge.
 * Maintain Boon of Creation.
 * Use Rebirth after a party-wipe. If your team is really pro, take [[Spirit's Gift@15] instead.

Counters

 * Party over-aggroing/Ignoring threats and not kiting.
 * Getting too close to the fighting so spirits come under attack.
 * If Boon of Creation gets stripped you will be more reliant on the BiP (an uneasy compromise: you rely completely on the BiP for energy and he relies on you to keep him alive).

Necros With Power
The idea with these builds is to have as low a health possible without becoming a 1hp BiP. This way Spirit Light Weapon should be enough to counter the health lost by sacrifice and Shelter/Union-mitigated damage.

Human Minion Lord
[build prof=N/Rt name="Human Minion Master" blo=6+3 death=12+1+3 sou=11+3 res=2][Blood is Power][Animate Bone Fiend@18][Optional][Optional][Masochism@16][Blood of the Master@18][Ebon Battle Standard of Honor][Flesh of My Flesh][/build]

Optional

 * [[Infuse Condition@18] to use with...
 * [[Foul Feast@16] as the standard MM combo.
 * [[Rotting Flesh@18] To spread conditions around a non-human opposition.
 * [[Pain Inverter] kill enemies with AoE damage.
 * See previous notes for optional skills.

Equipment

 * 40/20/20 Death Staff for using Blood is Power.
 * 40/40 Death Set for raising minions.
 * Bloodstained on Headpiece/Minion Master's on rest. Increasing Health using insignia and runes is not a good idea!

Usage

 * A relatively high Ebon Vanguard rank is needed in order for this build to be most effective.
 * Do not use minions other than the Bone Fiend, as they will be melee and cause unnecessary health loss to the defensive spirits.
 * BiP allies who call for it. The Healers are most important and will need it regularly, and the Defensive ST is just as important but should not need it as much.
 * Use the Battle Standard to buff the attacks of the Bone Fiends.

Counters

 * Corpse-light areas/Monsters with minion stealing skills. See below for alternative.

Human Curses Lord
[build prof=N/Rt name="Human Curses Lord" blo=11+3 sou=8+3 cur=11+1+3 res=3][Blood Is Power][Shadow of Fear][Suffering][Enfeebling Blood][Optional][Optional][Blood Renewal][Death Pact Signet][/build]

Optional

 * [[Necrosis] to finish off enemies when spirits do not focus their fire. Alternatively, conisder [["Finish Him!] or  [[Signet of Sorrow@11].
 * [[Pain Inverter] <- I've been including this skill a lot for a reason!
 * [[Well of Darkness@15] This will protect spirits from melee (correct application can be difficult), or [[Well of Blood@14] for more spammability and healing (preferred if taking a well).
 * [[Signet of Corruption] for energy management.
 * [[Oppressive Gaze@14] Because we all love poison.
 * [[Awaken the Blood@14] As a lot of BiP builds have this, this is listed so you see it is NOT an optional! DO NOT TAKE.

Equipment

 * Radiant/Tormenter's Insignia. Consider Runes of Attunement. The lower the health the better.
 * 40/20/20 Blood Staff.
 * 40/40 Curses Set.

Usage

 * Use if it is a corpse-light area, or monsters steal your minions, or you just don't like combining minions of any type with Shelter/Displacement/Union.
 * BiP allies who call for it.
 * Spread around the hexes and conditions to debilitate melee.

Healer Lord
[build prof=Rt/Mo name="Restore Lord" pro=3 res=12+1+3 spa=12+3][Ritual Lord][Recuperation@20][Life@20][Rejuvenation@20][Mend Body and Soul][Convert Hexes][Boon of Creation][Death Pact Signet][/build]

Variants

 * [[Feast of Souls@15] but be careful to place your own spirits far from everyone else's, so that there is no chance of you destroying assets vital to the team.
 * [[Spirit to Flesh@15] or [[Rupture Soul@15], choose tactically which spirits to destroy (spirits summoned by the Offensive Soul Twister will have the shortest recharge time).
 * [[Empowerment@19] over Convert Hexes/Mend Body and Soul in the appropriate areas. Bring [[Protective Was Kaolai@16].
 * [[Recovery@20] over Rejuvenation in areas with many conditions.

Equipment

 * Defensive Restoration Staff of Mastery.
 * Ghost Forge Insignia. Non-Attribute Runes are not important.

Usage

 * Remain at rear of party and spam your spirits to get mega party healing.
 * Use Life before the spirit has died to trigger earlier party healing.
 * Use MBaS and Convert Hexes sparingly to remove stacks of conditions and hexes.
 * Call for BiP regularly. If the BiP goes down he/she is your first priority.

Spiritless Lord
[build prof=Rt/Mo name="Spiritless Healer" pro=3 res=12+1+3 spa=12+1][Spirit Light Weapon][Wielder's Boon][Mend Body and Soul][Spirit Transfer][Remove Hex][Convert Hexes][Protective Was Kaolai][Flesh of My Flesh][/build]

Equipment

 * Insightful Restoration Staff of Mastery.
 * Ghost Forge insignia.

Usage

 * Spirit Light Weapon will counter any amount of degen, one of the few things able to bypass the defensive spirits.
 * Try to maintain Spirit Light Weapon on the BiP.
 * Wielder's Boon and MBaS are your standard heals.
 * Spirit Transfer and PwK are emergency heals.
 * Call for BiP regularly. The BiP is your top priority if he/she goes down.