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{{Meta-Build|rating=Great|hero|general}}
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{{Real-Vetting|status=meta|rating=Great|hero}}
{{TOCright}}
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{{TOC|pos=r}}
   
Simple [[gww:Spirit Lord|Spirit Lord]] build that uses defensive spirits to provide powerful defense and support to the party.
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Simple [[gww:spirit spammer|spirit spammer]] build that uses defensive spirits to provide powerful defense and support to the party.
   
 
==Attributes and Skills==
 
==Attributes and Skills==
 
<pvxbig>
 
<pvxbig>
[build prof=ritua/any commun=12+1+3 spawni=12+3][Soul Twisting][Shelter][Union][Displacement][optional][optional][Boon of Creation][Optional][/build]
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[build prof=ritua/any commun=12+1+3 spawni=12+3][Soul Twisting][Shelter][Union][Displacement][Armor of Unfeeling][optional][Boon of Creation][Optional][/build]
 
{{skill icon|Optional}} slots
  +
{| {{STDT|silver}}
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|- style="background-color:silver;" border="1" cellspacing="0"
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! Defensive Support
  +
! Offensive Support
  +
! Healing Support
  +
! Utility Support
  +
|-
  +
| valign="top" |
  +
*{{Skill pvxicon|Earthbind|16}}
 
*{{Skill pvxicon|Signet of Binding|16}}
 
*{{Skill pvxicon|"Stand Your Ground!"|8}}
  +
*{{Skill pvxicon|Serpent's Quickness}}
  +
| valign="top" |
 
*{{Skill pvxicon|Binding Chains|16}}
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*{{Skill pvxicon|Brutal Weapon|16}}
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*{{Skill pvxicon|Strength of Honor|8}}
  +
| valign="top" |
 
*{{Skill pvxicon|Death Pact Signet|3}}
 
*{{Skill pvxicon|Flesh of My Flesh|3}}
  +
*{{Skill pvxicon|Spirit's Gift|14}}
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*{{Skill pvxicon|"Fall Back!"|8}}
 
*{{Skill pvxicon|"We Shall Return!"|8}}
  +
| valign="top" |
  +
*{{Skill pvxicon|Power Drain|8}}
 
*{{Skill pvxicon|Waste Not, Want Not|8}}
  +
|-
  +
|}
 
</pvxbig>
 
</pvxbig>
;{{skill icon|Optional}} slots should be the following:
 
* {{Skill icon|Summon Spirits}} to keep spirits up longer. '''P'''
 
* {{Skill icon|Armor of Unfeeling}} to keep spirits up longer. Heroes don't use well unless microed. '''P'''
 
* {{Skill icon|Signet of Creation}} for more energy management, useful in many harder areas. '''P + H'''
 
* {{Skill icon|Earthbind}} knock down foes that [[gww:Imperial_Sanctum_(Mission)#Other_Tips|normally cannot be knocked down]], and lengthen all knockdowns to 3 seconds. '''H'''
 
* {{Skill icon|Binding Chains}} for a snare. '''P'''
 
* {{Skill icon|Flesh of My Flesh}} for a hard res.
 
* {{Skill icon|Death Pact Signet}} for a hard res.
 
* {{Skill icon|Restoration}} for a hard res.
 
* {{Skill icon|Strength of Honor}} to buff melee. Micro on heroes. '''H'''
 
* {{Skill icon|Edge of Extinction}} to support spikes. Micro on heroes. '''H'''
 
* {{Skill icon|Frozen Soil}} for anti-rez support. Micro on heroes. '''H'''
 
* {{Skill icon|Power Drain}} for energy management and interruption. '''H'''
 
* {{Skill icon|Waste Not, Want Not}} for energy management. '''H'''
 
* {{Skill icon|"Stand Your Ground!"}} for extra protection. '''H'''
 
* {{Skill icon|"We Shall Return!"}} for a hard res. '''H'''
 
<sub> '''P''' denotes player specific optionals, '''H''' denotes hero specific optionals.</sub>
 
   
 
== Equipment ==
 
== Equipment ==
  +
* +60HP Staff, other staff upgrades don't do much. Inscription is up to your choice because the hero doesn't really benefit that much from them. "Aptitude not Attitude" is the best choice, but not necessary.
* Martial weapon of Enchanting and a shield.
 
  +
* Full Blessed/Shaman's
* Players can bring 40/20/20% Spawning Power Staff for Boon of Creation.
 
* Full Survivor
 
 
* Vitae runes, best vigor you can afford.
 
* Vitae runes, best vigor you can afford.
   
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* Cast spirits before battle. Keep in mind Soul Twisting can be queued easily.
 
* Cast spirits before battle. Keep in mind Soul Twisting can be queued easily.
 
* Avoid using Displacement if attacks aren't a threat.
 
* Avoid using Displacement if attacks aren't a threat.
  +
*In tough fights, disable/micro Union.
 
* Always use Shelter before Union. If the hero fails to do so the spirits need to be micro'ed.
 
* Always use Shelter before Union. If the hero fails to do so the spirits need to be micro'ed.
 
* Set the hero to [[Image:Hero command Guard.jpg|25px]] '''Guard Mode'''.
 
* Set the hero to [[Image:Hero command Guard.jpg|25px]] '''Guard Mode'''.
   
 
==Variants==
 
==Variants==
  +
*Additional offensive Communing spirits.
*{{Skill icon|Ritual Lord}} can be used for higher level spirits, but will cost much more energy.
 
  +
*Bringing only 2 defensive spirits (usually Shelter + Displacement) can save space and help heroes not run out of ST charges.
*{{Skill icon|Serpent's Quickness}} for faster Armor of Unfeeling recharge.
 
*{{Skill icon|Signet of Creation}} for extra energy if spirits live long enough.
 
*{{Skill icon|Signet of Binding}} for anti-spirit support.
 
*{{Skill icon|Edge of Extinction}} for bombing support.
 
*{{Skill icon|Quickening Zephyr}} for spamming support.
 
*{{Skill icon|Winter}} for anti-elements support.
 
*{{Skill icon|Tryptophan Signet}} for snare and extra protection.
 
*{{Skill icon|Great Dwarf Weapon}} for a damage buff that causes knockdowns.
 
   
 
==Counters==
 
==Counters==
* Spirits affect minions, making the use with an MM inadvisable.
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* Spirits affect minions, making the use with a minion bomber inadvisable.
 
* Enchantment removal.
 
* Enchantment removal.
 
* Spirits dying from AoE.
 
* Spirits dying from AoE.
   
 
== Notes ==
 
== Notes ==
  +
* This hero should not be combined with a Minion Bomber hero, as they will interfere with each other's builds:
* Emphasis on not using this when you have a MM in your party, the minions will eat away at your spirits' health really fast.
 
  +
** [[gww:Animate Bone Minions|Low-level minions]] will cause Shelter to die very quickly, potentially leaving the party exposed.
  +
** The spirits' protective effects will delay the minions' death and thus damage from [[gww:Death Nova|Death Nova]].
 
* Players may choose to micro certain spirits (such as [[gww:Displacement|Displacement]]) depending on the area.
 
* Players may choose to micro certain spirits (such as [[gww:Displacement|Displacement]]) depending on the area.
  +
* Superior/Major/Minor runes can be swapped per player preference, but is not recommend since this weakens your spirits. Make sure you always hit the break point (12 Spawning Power) for 3 charges on Soul Twisting when using a 3rd attribute line.
* A Major Spawning Power rune can be used instead of Superior. Similarly, a Minor Communing rune can substitute for Superior.
 
  +
* An easy way to get familiar with the [[gww:spirit range|maximum spirit range]] is to summon a spirit and walk until you lose it's effect.
   
 
== See also ==
 
== See also ==
*[[Build:Rt/any Spirit Spammer]]
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* [[Build:Rt/any Soul Twisting Prot]] (the player version)
  +
* [[Build:E/Mo Ether Renewal Prot Hero|Build:E/Mo Ether Renewal Prot Hero]]
*[[Build:Rt/any SoS Channeling Rit]]
 
*[[Build:Rt/any SoGM Rit]]
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* [[Build:N/Mo Soul Reaping Prot Hero|N/Mo Soul Reaping Prot Hero]]

Revision as of 16:08, 10 June 2020

Green thumbs up

This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Metacapecategory

Simple spirit spammer build that uses defensive spirits to provide powerful defense and support to the party.

Attributes and Skills

12 + 1 + 3
Creatures you create have 60% more Health, and weapon spells you cast last 60% longer.
 save
Template code

Optional Optional slots

Defensive Support Offensive Support Healing Support Utility Support
  • Earthbind Earthbind
  • Signet of Binding Signet of Binding
  • "Stand Your Ground!" "Stand Your Ground!"
  • Serpent's Quickness Serpent's Quickness
  • Binding Chains Binding Chains
  • Brutal Weapon Brutal Weapon
  • Strength of Honor Strength of Honor
  • Death Pact Signet Death Pact Signet
  • Flesh of My Flesh Flesh of My Flesh
  • Spirit's Gift Spirit's Gift
  • "Fall Back!" "Fall Back!"
  • "We Shall Return!" "We Shall Return!"
  • Power Drain Power Drain
  • Waste Not, Want Not Waste Not, Want Not


Equipment

  • +60HP Staff, other staff upgrades don't do much. Inscription is up to your choice because the hero doesn't really benefit that much from them. "Aptitude not Attitude" is the best choice, but not necessary.
  • Full Blessed/Shaman's
  • Vitae runes, best vigor you can afford.

Usage

  • Cast spirits before battle. Keep in mind Soul Twisting can be queued easily.
  • Avoid using Displacement if attacks aren't a threat.
  • In tough fights, disable/micro Union.
  • Always use Shelter before Union. If the hero fails to do so the spirits need to be micro'ed.
  • Set the hero to Hero command Guard Guard Mode.

Variants

  • Additional offensive Communing spirits.
  • Bringing only 2 defensive spirits (usually Shelter + Displacement) can save space and help heroes not run out of ST charges.

Counters

  • Spirits affect minions, making the use with a minion bomber inadvisable.
  • Enchantment removal.
  • Spirits dying from AoE.

Notes

  • This hero should not be combined with a Minion Bomber hero, as they will interfere with each other's builds:
    • Low-level minions will cause Shelter to die very quickly, potentially leaving the party exposed.
    • The spirits' protective effects will delay the minions' death and thus damage from Death Nova.
  • Players may choose to micro certain spirits (such as Displacement) depending on the area.
  • Superior/Major/Minor runes can be swapped per player preference, but is not recommend since this weakens your spirits. Make sure you always hit the break point (12 Spawning Power) for 3 charges on Soul Twisting when using a 3rd attribute line.
  • An easy way to get familiar with the maximum spirit range is to summon a spirit and walk until you lose it's effect.

See also