User talk:Go4the1/Spirit Bomber

I'm thinking maybe add Spirit Walk for a quick GTFO button. Leave Pain back at aggro range so it can still do damage and act as your anchor, Death's in, Draw, Rupture, Spirit Walk out and zoom away. Or, even better, drop Death's Charge for Shadow Prison. Shorter recharge, snare, and you don't have an elite on there anyway. Or maybe just Aura of Displacement and you won't need Spirit Walk to GTFO. Or Destructive was Glaive + Recall. This build gives me all kinds of wonderful ideas. --71.229.204.25 00:11, 13 November 2007 (CET)
 * Well as stated, it's only a theory and I've never actually done much testing with it yet. Thanks for the input, though. --Go4the1 00:21, 13 November 2007 (CET)
 * I like the idea of Shadow Prison, but at 10 points it may be a bit costly. Also, I'm not sure how many extra points I'll have to put in to Deathly, and it may end up not being worth double the cost if it's only a few seconds of snare. --Go4the1 00:34, 13 November 2007 (CET)

Just to let you know, shadow stepping makes you automatically drop item bundles. And also, why does it say to cast Ancestor's Rage before stepping to the enemy? Aren't you suppose to shadow step first or run up to the enemy? --Emeralddragon2 00:14, 13 November 2007 (CET)
 * Ahh, thanks for mentioning that. Ancestors rage takes 1 second to activate after casting, so I figured that if you cast it ahead of time, it would go off right after shadow stepping. Thanks for the input. --Go4the1 00:21, 13 November 2007 (CET)
 * It used to do that when it was an enchantment if you had a +20% mod, but since they changed it back to a skill it'll go off before you can shadow step due to aftercast. --71.229.204.25 00:29, 13 November 2007 (CET)
 * Well I guess it doesn't make much of a difference either way, so I'll just switch those two around. --Go4the1 00:31, 13 November 2007 (CET)
 * Actually, since it's not going to be used like it was originally, I'll switch it around so its used after the first rupture soul, so it doesn't further delay the first spike. --Go4the1 00:39, 13 November 2007 (CET)

Messed around with it for awhile and came up with the current setup. Ancestors Rage does give just enough time to shadow step before triggering, and I found that if it's used this way, it will be recharged by the second spike, and you can cast it again. I was doing roughly 770 total damage over the 11 seconds of the actual spike on the Master of Damage. --Go4the1 11:41, 13 November 2007 (CET)