Looks fun... It actually works?82.72.100.252 18:12, October 15, 2009 (UTC)
Team - HA Channeled Spike
^ has more damage, defense, and utility--TahiriVeila 18:22, October 15, 2009 (UTC)
But that spike doesnt have massive AOE like glaive has. this build should be a laugh in balling teams
- ups. Diff play styles tbh.--Haseo 17:56, October 17, 2009 (UTC)
I actually tried a Glaive spike when they first changed the skill to 10sec recharge, had 6 players running glaive builds. The damage is good, but the problem is you have to run to the enemy to spike hence giving away the spike.--Ritz1337 20:13, October 22, 2009 (GMT+10:00)
precast glaive, shadow step, cast glaive again(this drops the first ashes) and then drop again68.227.202.180 16:09, November 7, 2009 (UTC)
- Shadow step causes ashes to drop to begin with.--Haseo 16:24, November 7, 2009 (UTC)
lol im dumb. then just frigin run in??? its not that hard. u click with dah mouse. u move the mosue forward a lil, click with ur pointer finger... and wala! ur moving!--68.227.202.180 21:59, November 12, 2009 (UTC)
- And the prot stands there drooling while five rits run at a target. Right?--TahiriVeila 22:12, November 12, 2009 (UTC)
- Prot struggles to SB 3 people if im honest Rawrawr Dinosaur 22:30, November 12, 2009 (UTC)
- You could always try an IMS, like Dash. It never takes more than 3 to run in without anyway and with +50% movement speed it's harder to see, especially if you're all holding your ashes and running all over the shot anyway. Plus you have a spike which recharges in 10 seconds. It's more like epic pressure than a spike. 188.74.101.228 01:55, November 15, 2009 (UTC)
- ^ups. Dash is actually in the build. Put Weaken Armor on the BiP for high armor professions?--Haseo 16:14, November 15, 2009 (UTC)
- You could always try an IMS, like Dash. It never takes more than 3 to run in without anyway and with +50% movement speed it's harder to see, especially if you're all holding your ashes and running all over the shot anyway. Plus you have a spike which recharges in 10 seconds. It's more like epic pressure than a spike. 188.74.101.228 01:55, November 15, 2009 (UTC)
- Prot struggles to SB 3 people if im honest Rawrawr Dinosaur 22:30, November 12, 2009 (UTC)
Is there an option to run like... this build without the spike element? Just outpressure them abusing glaive? Might change 1 glaive + bip for dual frontline or ES war + MB ele, not sure..Sebv2727 12:03, November 16, 2009 (UTC)
- That is what I made it for. Personaly, I think it is more pressure than spike, but I suppose you could run it both ways.--Haseo 19:55, November 16, 2009 (UTC)
- Or just pressure from repeated spike, so to speak. You do have a 10 second recharge, so if a spike fails you can just rinse and repeat, especially given all the AoE damage. Yes, Channeled Spike is better for outright spiking, but given that this has massive AoE and doesn't cry "Interrupt me!" (after all, the dropping of ashes can't be interrupted) like the other does. ES or GwK could be nice though. 188.74.101.228 19:30, November 24, 2009 (UTC)
Snares?
This could be so much more useful if they brought an ele with snares... common sense people.
24.243.169.176 15:24, November 22, 2009 (UTC)
- Because it obviously hasn't got dual ward and dual grasping. Thomas So Dutch 15:33, November 22, 2009 (UTC)
- ups. Please look @ build before commenting xD--Haseo 17:55, November 22, 2009 (UTC)
GwK
How about one rit with GwK on the other monk?--94.208.146.8 15:50, November 24, 2009 (UTC)
- The only place I can see this build has potential would be king of the hill, I'd love to see 2x4 DwG dropped on the alter with EoE for lols. Also why do you have a BiP? I'd replace that with another GwK and bring Empowerment or a spirit ranger with EoE, Natural Renewal and Tranquility and replace the monks with ele or rit healers --ℜĭŧz ✔ 16:25, November 24, 2009 (UTC)
- I am seeing the synergy with Rt or /Rt healers, since you're gonna have plenty of space for extra spirits on the other rits. I'm not so sure about an all-rit team though, dunno why. I guess it could work though, at least for "fame-farming". 188.74.101.228 19:25, November 24, 2009 (UTC)
- I meant Rit healer only if taking a EoE spirit spammer since Nature's Renewal can cripple your own prot monk as well. And EoE seem to synergize well with this sort of build (since most foes in the area will have their hp well bellow 90% after a spike/pressure w/e)--ℜĭŧz ✔ 16:44, November 25, 2009 (UTC)
- Yeah, that's a good point, if you can kill one person with a DwG spike but only injure others, EoE would kick in to finish them off. With 1/2 duration, double activation speed prots, the enemy team might have some difficulty stopping the spike too. You wouldn't be able to take the bonder tho, so you might need some more defense. 82.3.224.70 15:49, November 29, 2009 (UTC)
- I meant Rit healer only if taking a EoE spirit spammer since Nature's Renewal can cripple your own prot monk as well. And EoE seem to synergize well with this sort of build (since most foes in the area will have their hp well bellow 90% after a spike/pressure w/e)--ℜĭŧz ✔ 16:44, November 25, 2009 (UTC)
- I am seeing the synergy with Rt or /Rt healers, since you're gonna have plenty of space for extra spirits on the other rits. I'm not so sure about an all-rit team though, dunno why. I guess it could work though, at least for "fame-farming". 188.74.101.228 19:25, November 24, 2009 (UTC)
Maybe something like:
? 82.3.224.70 16:00, November 29, 2009 (UTC)
- Yea something like that--ℜĭŧz ✔ 20:02, November 29, 2009 (UTC)
- Also since we cant take our bonder maybe a defensive spirit rit instead; with shelter,displacement and union?--ℜĭŧz ✔ 21:37, November 29, 2009 (UTC)
- I wouldn't, simce Shelter, Displacement and Union are aweful. They will die after a few hits, and especially in HA where you have 8 players, they will last very little time at all. An extra PwK or BwM and/or other resto support on a third rit should do, though. 188.74.101.228 19:25, December 6, 2009 (UTC)
- This should solve that problem?
- I wouldn't, simce Shelter, Displacement and Union are aweful. They will die after a few hits, and especially in HA where you have 8 players, they will last very little time at all. An extra PwK or BwM and/or other resto support on a third rit should do, though. 188.74.101.228 19:25, December 6, 2009 (UTC)
- Also since we cant take our bonder maybe a defensive spirit rit instead; with shelter,displacement and union?--ℜĭŧz ✔ 21:37, November 29, 2009 (UTC)
--ℜĭŧz ✔ 23:49, December 6, 2009 (UTC)
needs fall back.--Ikimono "...And my axe!" 02:11, December 11, 2009 (UTC)
--ℜĭŧz ✔ 05:07, December 11, 2009 (UTC)
I added changes.....
Hate it, Love it, want to verbally abuse me go ahead! This is actually my first time editing so feel free to point out necessary changes or to clean it up a bit more ^_^. I liked this team build because...well, I like Ritualist. I made these changes based on suggestions Ive read here and also incorporated other builds. In theory it should work.....Hard to get a group of players to test out a team build....But if any of you would like to team together and pull this one off lets give it a try >:0. Also I think maybe making notes of how the spike works would be nice partnered with a short usage of each build. DwG is a heavy spike tool and with support gathered throughout the team heals shouldnt be a problem. At the least this would definately be a fame farming build because of its huge AoE and damage. My theory is that with Oath Shot and Expel hexes most meta teams would be at a serious disadvantage. Keep in mind that because DwG is dropped at approx. every 10 seconds the damage spread would be around SF/SH team builds.
PS: If anyone has any ideas of how to fit skills such as Fallback! and Brace Yourself that would be cool. 66.245.135.208 21:54, December 13, 2009 (UTC)
- dont need the dash n drop rits go Rt/P with fall back, that way the whole team can run in and drop, also you need extinction instead of QZ or try to find a way to squeeze it in there as it will greatly increase the damage--ℜĭŧz ✔ 10:23, December 14, 2009 (UTC)
- Wipe you even faster*. ---©#@o$- (talk) -- 10:42, December 14, 2009 (UTC)
- The reason I didnt put in EoE was for the reason the poster above me stated. It's too risky with this spike. However, I am willing to take down QZ and offer both into variants. Now lets talk about "Fallback!". I think it should go on the Vital Warder. The reason is 1. I dont think we'll need two snarers running and 2. The Destruction Warder with Spirit Siphon will always have enough energy for the snare on spikes 3. I like Dark Escape on the Dash n Drop Rts because this is a team support build unlike the traditional two monk backline, anything to keep thing up and running will be appreciated. I aslo like disrupting dagger on both, Im thinking maybe thrown inbetween the DwG drops would help when spiking monks or other targets. Dash Im not too sure about. On one hand it does provid IMS for the spikes but it could be replaced for another vital skill. Aslo "Fallback!" has too long of a recharge for this spike so individual IMS is a bonus. Theres are my ideas on "Fallback!" I wanted to post them here before making the changes. After all Im not the author of this build so the final decision rest with him/her.66.245.135.208 16:01, December 14, 2009 (UTC)
- thats why I suggested a defensive spirit spammer so that EoE backfiring is minimized. Also I think 2x IMS on 2 rits are a waste of skill slots if you like have fall back in both of them instead you can chain it and it will provide this squishy team a decent heal and IMS--ℜĭŧz ✔ 02:56, December 15, 2009 (UTC)
- The reason I didnt put in EoE was for the reason the poster above me stated. It's too risky with this spike. However, I am willing to take down QZ and offer both into variants. Now lets talk about "Fallback!". I think it should go on the Vital Warder. The reason is 1. I dont think we'll need two snarers running and 2. The Destruction Warder with Spirit Siphon will always have enough energy for the snare on spikes 3. I like Dark Escape on the Dash n Drop Rts because this is a team support build unlike the traditional two monk backline, anything to keep thing up and running will be appreciated. I aslo like disrupting dagger on both, Im thinking maybe thrown inbetween the DwG drops would help when spiking monks or other targets. Dash Im not too sure about. On one hand it does provid IMS for the spikes but it could be replaced for another vital skill. Aslo "Fallback!" has too long of a recharge for this spike so individual IMS is a bonus. Theres are my ideas on "Fallback!" I wanted to post them here before making the changes. After all Im not the author of this build so the final decision rest with him/her.66.245.135.208 16:01, December 14, 2009 (UTC)
- Wipe you even faster*. ---©#@o$- (talk) -- 10:42, December 14, 2009 (UTC)
Personally I'd put Expel on the backline, add Spirit Siphon for energy management instead of Offering of Spirit. Add another copy of Glaive on #5 if you change Expel. Char #1 has way too much energy management, and even has GoLE in the optionals! If anything the second rit should get more energy management as they use pretty much the same skills, but a more expensive spirit (Agony dies in seconds! take bloodsong imo.) Having a 5th rez in a 7 squishie team shouldn't even be considered as optional. Mainbar rez on #1. You're also lacking enchantment removal big time, it wouldn't even take a good monk to pre-prot the spike as you got 4 characters running to the target. Took me 3 minutes to figure that out, and that in the very early morning. Cheers
- actually this is not a single target spike, its more like a AoE pressure/spike (depending on the bars). So I dont think even a great monk could pre-prot all targets affected from a well placed spike. Also I like the idea of Expel been a backline--ℜĭŧz ✔ 03:29, December 18, 2009 (UTC)
- Again guys please read the discussion page before you comment on the build! While I see your point with Expel Hexes, I do not think that change is necessary. What I like about this is that along with its immense pressure you have so much back up(some are spiking while others are healing). Again think of this build as a SH team. Oath Shot is enough to stop big prots from kicking off. The only real thing you can do is spam RoF and Spirit Bond but protting against multi-teammates isnt easy. IMS is really only to get from point A to point B quickyly. As Im sure teams wont stand in a neat little ball for you to spike you'll need to go where the action is. The reason #1 has so much e-management is for the snares...to much? dont know if theres such a thing. However I'll switch the spirits around and give more use for all that energy. So basically the idea is: Spread damage. Channeling for more damage/finish. 2 healers plus backbone and more support thrown in all the builds. And yes the snares are important if you plan on taking down more than one. But like I said, one could easily switch a warder with a Rt/P runner.66.245.135.208 22:38, December 19, 2009 (UTC)
Squishy
This is like my favorite pillow, it's so squishy. You'd have to have watermelon sized balls to feel safe running this. ChaoticEvil 13:04, January 2, 2010 (UTC)
- agreed. This is the squishiest squishiness i've ever seen in my life. It's like eating perished apples, you know its disgusting, but hope it still tastes good.82.73.139.17 16:37, January 3, 2010 (UTC)