Forum Link Code:[url=]Rt-any Spirit Nuker[/url]
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The purpose of this build is create spirits on the battlefield,
and subsequently destroy them with Rupture Soul for massive damage and
blindness. With this skill the ritualist acts like a trapper, by strategically
placing spirits in combat and blowing them up for 146 lightning
damage to nearby enemies. This is especially useful in some
missions, such as The Eternal Grove, where enemies can be
"bottle-necked" in certain locations.
This build has a significant advantage over a ranger trapper
because, unlike traps, binding rituals are not easily
interruptible. Also, once the first spirit is destroyed by Rupture Soul, the
ritualist has 13 seconds of blinded enemies to cast and destroy the
next spirit. If done properly, the last thing that any enemy in the
area should "see" is the first spirit exploding.
Attributes and Skills
NOTE: The important attribute here is Spawning Power. The
remainder of this point distribution is solely for improving the
effectiveness and duration of the binding rituals shown below. As
long as Spawning is maximized, however, the other attributes can be
adjusted as necessary to fit your needs and skill set.
Usage
- Always maintain Boon of Creation, Explosive Growth, and Ritual
Lord.
- During normal combat, wait until the fight is joined (that is,
until the enemies have begun attacking other targets in the party).
Run into a group of enemies and cast a binding ritual, immediately
followed by Rupture Soul. The combined effect of Explosive Growth
and Rupture Soul will deal 214 lightning damage to all nearby
enemies. Also, the blinding effect of Rupture Soul provides
protection to your warriors, and will often provide the cover
necessary to cast and destroy a second or third spirit.
- If a bottleneck location is available, cast multiple Binding Rituals
at a bottleneck location. Work with your party to pull the enemies
through the bottleneck. Repeatedly cast Rupture Soul until
all of the spirits are destroyed. Repeat as necessary.
- Cast and destroy Restoration if an ally dies.
When playing this build, other binding rituals may be used (such
as Destruction
instead of Pain). However,
consider the following when choosing them:
- Every second counts. Unlike the Elementalist, who can cast high
damage spells from afar, the Ritualist must run into the middle of
combat to plant his spells. Because of this, binding rituals with a
casting time of 3 seconds are recommended over those with a casting
time of 5 seconds. The exception to this is Restoration, which
doubles as a resurrection and a damage dealing (or healing; see
below) spell.
- Some spirits, such as Shelter and Union, take damage when certain events happen in play.
This can lower the duration of the binding ritual dramatically, and
cause the spirit to die before you can destroy it.
Equipment
- Depending on your style, either Halcyon's Armor for the added
energy boost or Mystic's Armor for added protection in the middle
of combat. For the healing variation below (which does not require
you to go into the combat zone), Halcyon's Armor is preferred.
- A spawning collector's staff (such as the one traded by Sakai in Senji's Corner)
with an Insightful Staff Head and a Staff Wrapping of Fortitude for
added energy and health.
- A Minor Rune of Communing and Restoration, a Superior Rune of
Spawning, and the strongest Rune of Vigor you can find.
Variants
Spirit Healer: The premise of this variation is the same
as the Spirit Nuker; spirits are made and subsequently destroyed.
The difference in this variation is that they are destroyed for the
purpose of healing rather than damage dealing. To achieve this,
only 2 skills need to be changed, with no changes to
attributes:
Strategy:
- Always maintain Boon of Creation, Spirit's Gift and Ritual
Lord.
- When combat begins, wait until the fight is joined (that is,
until the enemies have begun attacking other targets in the party),
the begin casting binding rituals as close to the front line
warriors as possible. This will heal your nearby allies for 53
damage each. When they are destroyed with Feast of Souls, they will
provide an additional 103 points of healing for each spirit
destroyed. Note that, when Feast of Souls is used, the party
members do not have to be standing nearby to gain the healing
effect.
- If you spread your binding rituals out, you can also pick them
off one at a time using Feast of Souls. This can be useful in
providing a steady stream of 103 HP healing to the entire party
every 10 seconds.
- Remember that this build is used for MASS healing, and not spot
healing. Your healing heals everybody in the party by hundreds of
hit points at a time; it is wasted on players who are already at or
near full life. For this reason, this build is optimized when there
is at least one monk in the party to take care of the
"stragglers."
Other Variations
- The elite skill used in this build, Ritual Lord, can only be found very late in
the game. If you wish to try this build before getting Ritual Lord,
you can replace Ritual Lord with Doom (this was the original variation). While not as
effective, it still enhances the damage dealing characteristics of
the build, and easy to create early in the game.
- The elite skill used in this build, Ritual Lord, can also be
replaced with Preservation.
- The skill Empowerment can be replaced by a skill that will
work with these builds, unless you are in Random Arena or GvG with
flagrunners.
Templates
Spirit Nuker
Spirit Healer