User:Forbiddenbludge/Team - UW Ritway

A small team build to farm enemies in Underworld for ecto drops (not designed for a full clear or quest completion, though some quests can be done). This is designed to be done in Normal Mode, but can be used in Hard Mode with an animate skill to trigger Obsidian Behemoth traps.

Ghostly Disenchantment (The Control)
[build prof=Rt spawning=10+1 channeling=10 communing=11+1+3]["You Move Like a Dwarf!"][Signet of Ghostly Might][Pain][Shadowsong][Anguish][Disenchantment][Spirit Siphon][Summon Spirits][/build]

Equipment

 * Armor: Hat with Superior Communing rune (+1 +3), Minor Spawning Power rune (+1). Survivor and/or Radiant insignias. Vigor and Vitae and/or Attunement runes as you see fit.
 * Weapons: Communing, Spawning Power or Channeling Magic weapon set with +Energy and +Health.

Usage

 * Use when the Painful Spirits player is using . Otherwise, if energy is low, don't bother maintaining this spirit.
 * Use against Smite Crawlers. Otherwise, if energy is low, don't bother maintaining this spirit.

Painful Spirits (The Lead)
[build prof=Rt spawning=10+1 restoration=10 channeling=11+1+3][Blind Was Mingson][Painful Bond][Agony][Vampirism][Bloodsong][Signet of Spirits][Spirit Siphon][Summon Spirits][/build]

Equipment

 * Armor: Hat with Superior Channeling Magic rune (+1 +3), Minor Spawning Power rune (+1). Survivor and/or Radiant insignias. Vigor and Vitae and/or Attunement runes as you see fit.
 * Weapons: Channeling Magic, Spawning Power or Restoration Magic weapon set with +Energy and +Health.

Counters

 * and.

Quickening Displacement (The Healer)
[build prof=Rt/Mo protection=1 spawning=10 restoration=10+1+3 communing=11]["You Move Like a Dwarf!"][Weapon of Quickening][Spirit Light][Mend Body and Soul][Remove Hex][Displacement][Rejuvenation][Rebirth][/build]

Equipment

 * Armor: Hat with Superior Restoration Magic rune (+1 +3). Survivor and/or Radiant insignias. Vigor and Vitae and/or Attunement runes as you see fit.
 * Weapons: Restoration Magic, Communing or Soul Reaping weapon set with 10% HCT and/or +Energy and +Health.

Counters

 * , and.

Variants

 * Change Restoration to 11+1+3 and Communing to 10 and use a Minor Communing rune (+1).

Dwarf Judgment (Optional)
[build prof=Mo/Me healing=3 smiting=12+1+3 inspiration=12]["You Move Like a Dwarf!"][Auspicious Incantation][Arcane Echo][Ray of Judgment][Mirror of Disenchantment][Castigation Signet][Smite Hex][Resurrection Chant][/build]

Equipment

 * Armor: Hat with Superior Smiting Prayers rune (+1 +3). Survivor and/or Radiant insignias. Vigor and Vitae runes as you see fit.
 * Smiting Prayers weapon set with 20% HCT and/or +1^20% and/or +Energy and +Health.

Counters

 * and.

Variants

 * Swap for  to avoid interrupts.

General Usage
To setup for each group the Quickening Displacement player needs to maintain properly. While it's possible to maintain it on three or four players at once, it's safer to target just two to ensure you have spare energy for healing. Normally you should maintain on the Ghostly Disenchantment and Dwarf Judgment players (if no Dwarf Judgment player is in the group, maintain on the Painful Spirits player instead). Whenever you face Mindblade Spectres or Dead Threshers you should maintain on yourself (Quickening Displacement player, for hex removal) and the Dwarf Judgment or Ghostly Disenchantment player.

Both Painful Spirits and Ghostly Disenchantment should set up their spirits before pulling. The lead (Painful Spirits player) should then cast and pull using, except against Mindblade Spectres and Smite Crawlers (to avoid  and ).

All players that have should use it to interrupt important casters (eg. Terrorweb Dryders using ) and snare or slow loose melee enemies (eg. Bladed Aatxe) that are going to attack party members instead of spirits.

Be careful not to pull too many enemies at once (especially mindful of how the Mindblade Spectres spawn from most Banished Dream Riders, see 'Enemy Specific Tactics') and communicate effectively with the Quickening Displacement player about energy management as they may be on low energy quite frequently.

should be used frequently, a simple way of doing this is to summon a spirit, use siphon and then move an inch and do it again. Also don't forget to siphon the Quickening Displacement's spirits when necessary.

Don't be afraid to run if you're not going to beat a group of enemies. Use spirits and to slow enemies down while you escape. This can be especially important when facing Smite Crawlers.

Enemy Specific Tactics

 * Bladed Aatxes: Use and  as often as possible and ensure  and  are up.


 * Grasping Darkness': Use as often as possible and  on 'loose' ones that go to attack party members. Do your best to avoid being near them so you are not hit by  (-4 Energy). It helps to have  up, but is not necessary.


 * Skeletons of Dhuum: Avoid getting close to them so you can dodge Bone Spike. Interrupt Flurry of Splinters with if possible, otherwise heal with.


 * Terrorweb Dryders: Players should spread out as possible to avoid more than one being hit by . Use liberally on burning players. Dance around and use  to avoid  casts that aren't interrupted. Purge  only when you have non-vital casting time.


 * Mindblade Spectres: Do not hex to avoid taking damage from . The Painful Spirits player should run out of their cast range to use to avoid being interrupted. The Dwarf Judgment player should use  at maximum casting range on the closest enemy to avoid being interrupted as much as possible. The Quickening Displacement player should avoid enemy casting range at all times. Use  and  as often as possible, especially to purge  off the Quickening Displacement player and  off the Painful Spirits player.


 * Coldfire Nights: Be careful to avoid standing or leaving spirits in . Use and  as often as possible.


 * Smite Crawlers: Do not hex or will decimate the team's spirits.  and  are vital to beating these groups. The Dwarf Judgment player should echo  to use it more often and should do their best to target  and  for removal. Apply conditions  as often as possible so they waste time using  instead of attacking. Do your best to interrupt and purge  as much as possible as it is by far the biggest threat. More often than not they will die one at a time, the target of  dying first - use this to your advantage by trying to 'spike' that target with all the group's (.


 * Obsidian Behemoths: Avoid these wherever possible as they do not drop ectos. All players should attack when possible to try and interrupt, and . Use line of sight blockers (walls, ledges, etc) to avoid being hit by attacks where possible. If you need to cross the ground directly where these enemies have been you should either wait for the traps to expire or have one player trigger the traps and run out quickly (not the Quickening Displacement player as he/she will need to heal).


 * Charged Blackness': Players should spread out as possible to avoid more than one being hit by . Note that you only have 3 seconds to purge, or just heal.


 * Banished Dream Riders: These enemies spawn in two ways; two of them with a Wailing Lord or one on his own. When they are on their own they spawn three Mindblade Spectres on death at a random nearby location. The Mindblade Spectres will then move forward to where the Banished Dream Rider was. When those three Mindblade Spectres die, six more will spawn and nine more after those six in exactly the same way. It is important for the group to re-position quickly each time they spawn so that there is always an escape route.


 * Dead Collectors and Dead Threshers: Be mindful of the damage from on whoever pulls. Use  and  as often as possible. Players should spread out as possible to avoid more than one being hexed by  or hit by .  is especially effective against these enemies and should be used as often as possible.