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| - ...ok ill try to keep myself in boundaries...this is bad far some obvious reasons : 1. dont say you use DWG if you got GWK mainbarred 2. you overtrust on one skill, got zero survivability (Superior rune?)and use skills which have WAY better alternatives (Signet of Shadows <-- for example Channeled Strike, Lamentation, Dancing Daggers, etc. 3. people in RA arent stupid most of the time y'know, youre fighting against humans, mot of the time they wont ball together unless they close in for the kill, in which situation youre done for already, you cant move to an enemy soon enough to counter kiting. for short : bad! Deadfalk 06:43, September 22, 2010 (UTC) Gimmicks aren't meant to last forever so I already knew about the low (not zero) survivability. As for the skills you mentioned, I already looked those up. Lamentation has two flaws, first this build focuses on initial damages because I'm not hear to kill my opponents with annoyance, words, or flattery as I did in my Me/Any build. It's a hex, and if the target is a Monk (s)he if (s)he is a good Monk will have Holy Veil. Signet of Shadows' initial damage with Blind is greater than Lamentation's initial damage and I doubt Monks bring Purifying Veil. Channeled Strike is a 2 second cast, and Shadow Stepping makes you drop Ashes which is what Swap does, since it exchanges with Destruction and knocks down with Grasping was Kuurong. Dancing Daggers is risky because it's a half-ranged spell, and if my Destruction spirit is a whole casting range away, then the spike will fail in comparison to Signet of Shadows which is full ranged and deals only 5 less damage (initially) which is also armor-ignoring damage. Iron Palm is probably the best skill to replace it (off the top of my head) but it doesn't deal 70 damage. Angueo Image:AngueoSignature.jpg 23:05, September 22, 2010 (UTC) those were just suggestions, and signet of shadows isnt the right choice for its low recharge, also, you dont have the chance to pull of a quick spike, every enemy sees you coming, and if this gets vetted into use, monks will just run as soon as they see a rit with an urn running to them, rendering you useless, but besides that, i advice to change the mainbar in this : [build prof=Rt/A Channeling=12+1+2 Spawning=10+1 Deadly=8][Destruction][Shadow Fang][Grasping Was Kuurong][Swap][Rupture Soul][Optional][Optional][Resurrection Signet][/build] Optionals are open for skills of choice, for example Bloodsong, Spirit Burn, and Renewing Surge Deadfalk 17:34, September 24, 2010 (UTC) For short: Worse! If I cast Grasping was Kuurong and Shadow Fang, it's dropped from my original location, making it completely useless in your build, and mine. Shadow Fang is a 45 second recharge in comparison to the other skills which are 20 seconds maximum, and I'm not even counting Destruction because it's recharge time is it's death time. If you plan on casting Shadow Fang then Grasping was Kuurong, chances are, it will get interrupted, or worse, prepared for with some anti-knock down skill or with healing preparations. As previously stated, I'm not putting in Spirit Burn or Renewing Surge because I have no intention of harassing the opponent to death, I want them to die by me - or any other player just button mashing. Bloodsong is for healers, and Spirit Spammers, this build has no intention of either. Angueo Image:AngueoSignature.jpg 03:00, September 25, 2010 (UTC) "those were just suggestions, and signet of shadows isnt the right choice for its low recharge, also, you dont have the chance to pull of a quick spike, every enemy sees you coming, and if this gets vetted into use, monks will just run as soon as they see a rit with an urn running to them, rendering you useless" 1. Signet of Shadows deals extra damage with blind so Rupture Soul isn't just a blind. 2. It is a quick spike. [Swap = 2 Second KD (with Grasping was Kuurong)] + [Rupture Soul = 3/4 second cast (including the death of the Destruction spirit)] + Signet of Shadows (1 second) = 1.75 seconds. I do believe 1.75 seconds < 2.00 seconds and that there are four lights. Also, if a Monk is running away, then I've already successfully disabled their Monk without even doing anything. If the Monk stops to cast, then I can catch up and easily spike him/her. Angueo Image:AngueoSignature.jpg 03:08, September 25, 2010 (UTC) "Also, if a Monk is running away, then I've already successfully disabled their Monk without even doing anything. If the Monk stops to cast, then I can catch up and easily spike him/her.", thats given that the monks team wont assist him, and either they attack you and you die because of your low survivability, or you spike them instead, having the monk make you useless, also, after a while of "stalking" the monk, destruction dies, you have to recast it, and the monk's team then has all space to kill you Deadfalk 09:09, September 26, 2010 (UTC) Okay, so we're agreeing that your past suggestions were worse, and that suggestion follows the same correlation. First off, we have to know what build they're running. If they come to kill me, then of course I'm going to spike them. Suppose 1 of their guys, let's say he's all-out damage, some sort of Warrior or Elementalist caster or something. If he comes up to me, and starts whacking at me, then of course I'm going to spike. The Monk will have to constantly heal him, esp. since that's (at most) 500-ish damage in 1.75 seconds. This leaves the others vulnerable from my 3 other allies to kill, while their Monk is distracted, and one of their guys nearly dies. In this case, I've disabled nearly half their team already. That situation only gets worse with more than 1 person, because up until I use Signet of Shadows, I'm dealing nothing but Area of Effect damage so they'll all take damage. Destruction's life can be timed with his recharge timer, if I notice he's about to die, I'm going to go back and use the AoE spike (and don't forget Grasping was Kuurong's knockdown) on the enemies within Swap's casting range. This gives a WHOLE lot of pressure to the Monk, and I doubt unless for some reason the Monk is running Healer's Boon + Heal Party -- will he be able to heal his allies back up. Any player who's played a Ritualist even for 2 days will know understand to do what I stated above. Angueo Image:AngueoSignature.jpg 17:53, September 26, 2010 (UTC) no i do not agree with you, although i do agree with Relyk, maybe you should try modding this to be effective in CM, cause that's the only place where i can see a future for this whole sucky build DeadfalkFile:Deadfalksig.jpg 13:20, October 13, 2010 (UTC) Any player who's played PvP will understand that this build is terrible.--Relyk talk 19:18, September 26, 2010 (UTC) As well as the fact that it works. Angueo Image:AngueoSignature.jpg 19:37, September 26, 2010 (UTC) Nope.--Relyk talk 19:52, September 26, 2010 (UTC) Test it and see. Otherwise you're blind like most others. Angueo Image:AngueoSignature.jpg 20:14, September 26, 2010 (UTC) I could explain why the build is bad but it isn't worth my time. It's going to be trashed so stop caring so much.--Relyk talk 02:04, September 27, 2010 (UTC) Since you've wasted time already being here and talking without reason, you might as well explain now. Angueo Image:AngueoSignature.jpg 02:29, September 27, 2010 (UTC) This deals just barely over 400 damage (with almost half affected by armor) + Deep Wound (that requires a pre-hex with no cover) on a recharge of ~20 seconds. The spirit can be easily killed early to entirely prevent your spikes. You'll only cause damage to multiple people when they're bad and don't know to spread when facing potential AoE damage. This build is also very squishy with a sup rune, caster armor level, and requirement to run to enemies to spike them (with no IMS, no less). Having killed bad players in RA with this doesn't make it worth storing. --Toraen 03:10, 27 September 2010 (UTC) 03:10, September 27, 2010 (UTC) Half of the skills are affected by armor. You're making it seem as if half of the damage is affected by armor. If the Ritualist him or herself is also a good player as you deem, they're not going to play the spirit in a location that can allow it to be easily killed. Despite the fact that you do have to run to them, as you said, some may try to kill the spirit which is when you can take advantage of that person, or if there are more "good" people who try to take out the spirit early, more people to take advantage of. Now, let's say you do have to run to them because they're not going to come to you, in which case Swap would be a 1/4 cast, so they would be knocked down in 1/4 of a second, for 2 seconds which only requires 1.75 seconds to deal the full damage. Not to mention the fact that Spirit Siphon can be replaced with Draw Spirit and that many arenas in Random Arenas contain choke points in one place or another. Angueo Image:AngueoSignature.jpg 03:27, September 27, 2010 (UTC) The main flaw really is I could autoattack this build to death in the time it takes for the spike to recharge--Relyk talk 03:36, September 27, 2010 (UTC) No disagreement about that from me. Angueo Image:AngueoSignature.jpg 03:41, September 27, 2010 (UTC) Ups, forgot GwK was armor-ignoring. I could have sworn it was lightning damage. --Toraen 04:20, 27 September 2010 (UTC) You're not wrong though. 1/2 the Build's damage can still be reduced by armor. Destruction + Rupture Soul (2) / Signet of Shadows + Grasping was Kuurong (2) = 0.5. There are also four lights. Angueo Image:AngueoSignature.jpg 04:53, September 27, 2010 (UTC) I'm sorry, but there is too much target switching involved. What? lol. Angueo Image:AngueoSignature.jpg 18:54, October 3, 2010 (UTC) he actually is right, there IS too much target switching for this build to be effective for low-experience people, whereas hihg-experience people won't use this cause it sucks DeadfalkFile:Deadfalksig.jpg 13:20, October 13, 2010 (UTC)
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