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These were run on the oiNK Backline. They failed pretty badly tho, in comparison to Expel Paragons during Hex Meta. [[User:Readem|<font color="Black">'''Readem'''</font>]] <small>([[User talk:Readem|''<font color="Red">talk</font>'']]*[[Special:Contributions/Readem|''<font color="Black">pvxcontribs</font>'']])</small> 07:45, 10 September 2007 (CEST)
 
These were run on the oiNK Backline. They failed pretty badly tho, in comparison to Expel Paragons during Hex Meta. [[User:Readem|<font color="Black">'''Readem'''</font>]] <small>([[User talk:Readem|''<font color="Red">talk</font>'']]*[[Special:Contributions/Readem|''<font color="Black">pvxcontribs</font>'']])</small> 07:45, 10 September 2007 (CEST)
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Well, let's have a look at this:
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#This wasn't intended for constant casting. Back when it was run, SW had a much longer duration. It features two spike heals and WoW, plus the condition/hex removal. You only use the skills when necessary, and there has never been a time when someone could spam hexes more effectively than you could remove them with ER. Few important hexes back then had low enough recharges to triumph over this (or for that matter, Expel). It is also very efficient energy-wise. 2 conditions and 2 hexes removed every 7s for 5e, spike heal & a variable number of conditions removed (back when this was used, you had not only your own Bloodsong, but you could count on some Ranger spirits being thrown up during the match). A monk (or BSurge w/ Draw + RC, or w/e) would have to spend more energy to remove the same amount of conditions from the same number of people, and you could also count on there being ample conditions to remove.
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#The elite was entirely appropriate for the builds one could expect to face. There were ample hexes and conditions to remove, and it was more efficient to do it with ER on the Rit than with various other skills on the Monk.
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#Right here, though I already changed the attributes to a 12/11/6. Could also be run as 12/12/3 if one really desired to.
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#Damage dealt is comparable to dual weapons, with a more team-oriented defensive elite rather than self-oriented e-mgmt one. You can argue the effectiveness either way, but you have to take into consideration the kind of team you ran this with, not just this bar and its energy alone.
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Nobody runs this ''anymore,'' not because it is a bad build or a failed experiment, but because its meta has passed it by. - [[Image:Kowal.jpg|15px]] '''[[User:Krowman|<font face="dauphin" color="maroon">Krowman</font>]] <small><nowiki>{{</nowiki>[[PvXwiki:Administrators|sysop]]<nowiki>}}</nowiki></small>''' 04:33, 11 September 2007 (CEST)

Revision as of 02:33, 11 September 2007

How's this, Krowman? --Edru viransu//QQ about me 04:23, 2 August 2007 (CEST)

Heh, countered by Eviscerate. Looks really good. - Kowal Krowman {{sysop}} 18:56, 2 August 2007 (CEST)

Is this ready to be moved into trial or testing? Also, what should I put in the counters? --Edru viransu//QQ about me 04:50, 5 August 2007 (CEST)

Generous Was Tsungrai? Brings your ally back with even more health when you use flesh of my flesh and you can heal yourself back up by dropping them Wyvern 05:03, 5 August 2007 (CEST)

You could also abuse the spirit maybe? Gaze from beyond, spirit transfer, that one move that blows up your spirit hurts, and blinds foes (I drew a blank, sorry D: ) Wyvern 05:23, 5 August 2007 (CEST)

Spirit transfer and gaze from beyond are mostly covered in the mention of sticking a damage spell or a healing spell in the optional slot, although I dunno if Gaze is really worth running anymore. And, outside of ritspike, I'd rather leave the infusing to the monks, tbh. --Edru viransu//QQ about me 05:27, 5 August 2007 (CEST)

Needs warmonger's in main bar imo. It's the most 1337 skill from a channeling-using rit. Unexist 19:06, 18 August 2007 (CEST)

Also, why spawning power? I'd rather have more channeling and restoration magic then a slightly longer weapon spell. Unexist 18:35, 20 August 2007 (CEST)
Because 11-10-10 attribute distributions r gud. Maybe could make it 11-11-8 channel-resto-spawning, though.. --Edru viransu//QQ about me 23:27, 20 August 2007 (CEST)

Who Made This??

Super sweet build. but maybe we should start "Encoding" our signatures into them E.G <noninclude>[User:Experienced]<noninclude> by using non include particles we can identify who made it by reading the code ^^ [User:Experienced]

Edru Viransu. Look at the article's history. GD Defender-Signature|GD Defender / contribs 08:42, 4 September 2007 (CEST)
Yeah... no. Despite the fact that the history will still show who originally submitted the article, signing build articles is a matter of policy since, once submitted to the Wiki, the article becomes the property of the Wiki, not of the original contributer. See PvXwiki:Article Ownership for more info. Defiant Elements Sig Test 2 *Defiant Elements* +talk 08:46, 4 September 2007 (CEST)
I think it was PnH...maybe Cry..tbh I forget. Readem (talk*pvxcontribs) 08:48, 4 September 2007 (CEST)

The glaring problems with this build that have evidently been overlooked by everyone.

  1. Energy. Rits have no built-in energy management, so in overly intensive bars (ones built for constant casting, i.e., this one) it is basically required to include something like Offering of Spirit or gole or something to keep your energy above zero.
  2. Skill choice. Three weapons, two heals, an elite that is outclassed by a bunch of different things, and a cut-my-life-in-half res? It's just a bunch of random stuff thrown together.
  3. Attributes. This is kind of tied to the previous point, but it has weight on its own. Restoration is, basically, pointless. You don't have time for Weapon if Warding (and thus Wielder's Boon). Between keeping the spirit down (for no reason mind you, it's not like you have OoS or something), spamming weapons on recharge, throwing around empathic on recharge, and running out of energy, you won't find time/energy/reason to throw healing spells around. Stretching a character too thin makes it into a jack-of-all-trades, master of none, so to speak.
  4. What's the point? Support bars are chosen to fulfill a specific role in a team build; something that aids the build better than any other bar can. This doesn't do the damage of a dual weapon (splinter/warmongers) because of the attribute split, doesn't have the passive energy management of a soh bonder/splinter weapon rit, or the solid hex removal of an expel rit (conditions are easily taken care of in team builds; monks have plenty of removal by standard, and most teams have Draw somewhere as well).
Nobody runs this. I'm not sure where you saw it on obs, but high ranked guilds run test things all the time; this is probably one of those. The fact that those guilds aren't still running it probably means they found it a failed experiment. -Auron 06:47, 10 September 2007 (CEST)

Rts can talk to and have spirit babies, so stfu this deserves 555. Readem (talk*pvxcontribs) 07:30, 10 September 2007 (CEST)

Empathic Removal Rits were a mini-fad for a while there tbh, back in tainted/hex meta. I couldn't answer for the others, but the one I threw up for the wiki to see was run by [oiNK]. I'm confused that you can say that these weren't popular...? - Kowal Krowman {{sysop}} 07:43, 10 September 2007 (CEST)

These were run on the oiNK Backline. They failed pretty badly tho, in comparison to Expel Paragons during Hex Meta. Readem (talk*pvxcontribs) 07:45, 10 September 2007 (CEST)

Well, let's have a look at this:

  1. This wasn't intended for constant casting. Back when it was run, SW had a much longer duration. It features two spike heals and WoW, plus the condition/hex removal. You only use the skills when necessary, and there has never been a time when someone could spam hexes more effectively than you could remove them with ER. Few important hexes back then had low enough recharges to triumph over this (or for that matter, Expel). It is also very efficient energy-wise. 2 conditions and 2 hexes removed every 7s for 5e, spike heal & a variable number of conditions removed (back when this was used, you had not only your own Bloodsong, but you could count on some Ranger spirits being thrown up during the match). A monk (or BSurge w/ Draw + RC, or w/e) would have to spend more energy to remove the same amount of conditions from the same number of people, and you could also count on there being ample conditions to remove.
  2. The elite was entirely appropriate for the builds one could expect to face. There were ample hexes and conditions to remove, and it was more efficient to do it with ER on the Rit than with various other skills on the Monk.
  3. Right here, though I already changed the attributes to a 12/11/6. Could also be run as 12/12/3 if one really desired to.
  4. Damage dealt is comparable to dual weapons, with a more team-oriented defensive elite rather than self-oriented e-mgmt one. You can argue the effectiveness either way, but you have to take into consideration the kind of team you ran this with, not just this bar and its energy alone.

Nobody runs this anymore, not because it is a bad build or a failed experiment, but because its meta has passed it by. - Kowal Krowman {{sysop}} 04:33, 11 September 2007 (CEST)